OnMouseDown is also not working for me. 2019.4.11 using version 2.0.12 on legacy pipeline.
I have IPointerEvents Integration enabled and tested all possible layer mask configurations. Whenever MG_SSAA script is enabled, no mouse events register. This was tested even in a basic scene with just the camera and a Cube with a script that simply outputs a log for each of the OnMouse methods like so:
void OnMouseDown()
{
Debug.Log($"Mouse has clicked down on {name}");
}
This is currently under investigation as we received several reports of it not working anymore lately.
Thanks for reporting, Iāll get in touch as soon as we figure it out.
We tried using your Plug-In in combination with the Valve Index VR-Headset. When entering the play mode, the Image is only displayed on the right lens of the Index.
On the left lens, you only get a gray screen. ItĀ“s a bit like you would close your left eye and only have the right eye opened.
Do you have an idea on how we could fix this problem?
But whether I set gameCamera to be my own Camera, or to be the new Camera created by your plugin, it still wonāt render.
I saw that the MadGoatSSAA Monobehavior renders on Update as well, so maybe itās a race condition? I tried moving that code to a LateUpdate, but no luck either.
Hi,
Iām using HDRP v8.2.0 with HTC Vive on Unity 2020.1.3f. For the XR plugin system, I have installed the beta OpenVR package. The console doesnāt show any error messages but I can see the scene just through the right side lens of my Vive. Left side is grayed out. Also the setting in the Mad Goat SSAA_VR does not seem to be applied.
I have a problem with adaptive resolution and Oculus Quest (Android) It tries to change resolution scale when we have 72 fps but there is no performance reserve so its drops to 60~fps with 1.1 resolution scale and then go to 1.0 and we have 72fps again and so on with every 2-3s
Hey guys, I need to dynamically change which render layers are culled by the cameraāhowever, since your asset overrides CullingLayers on Unityās Camera, Iād need to set this on your assetāexcept thereās no exposed way to set this dynamically in code.
My use case is, I need to not render the third-person player character when they enter into a first-person āinspectionā mode. For a variety of reasons this is preferable to toggling off the player mesh. Let me know if thereās something in the API Iām missing, or if this is support you guys can add. Thanks!
We have an announcement to make. To put it in simple terms, unfortunately it is no longer financially feasible for us to maintain and support our Asset Store products.
We had a meeting at the Studio this week and we decided it is best for both us and our community to discontinue our Unity Assets. Itās been a long journey, and we want to thank everyone for supporting us through it, but everything eventually has to come to an end
As for the actual reason we decided to do this - itās due to the growth in complexity of Unity Rendering (3 different pipelines now + multiple VR backends) and their fast development making it hard for us to keep up with compatibility, coupled with the fact that we are a small studio of only 3 active developers which now have to take care of both our gameās development as well as supporting asset store. We decided we canāt do this anymore while also keeping a good support experience for the users and also making it profitable. Asset store revenue just does not amount enough in relation to the work hours needed to make it work with Unityās current state. (In the end we are a company that has bills to pay and we have to take the right decisions to survive financially)
The assets will also be deprecated from the asset store shortly. People who own the assets prior to deprecation, will still be able to access them and use them from the downloads page. However compatibility past Unity 2019.4 is not guaranteed. We are also yet to decide if we are going to make the assets open source at a later point, but itās definitely a possibility.
If needed, we can also offer refunds to users who purchased our assets in the past 30 days. If you wish to get a refund, contact us at madgoatstudio@gmail.com with an email stating your invoice number and the email address tied to your asset store account.
I wish you would continue, with the idea of supporting LTS only. I completely understand that asset store developers canāt maintain compatibility with the tech releases.
Would you consider open-sourcing your assets? Would be a shame for them to just die out here. Many other developers have done it by just posting read-only github repos.
Small update on this. We are in talks with another small studio which was previously a customer of ours and was interested in taking ownership of some of our assets as they look into getting them published again under their company.
We are not yet sure how this will work in terms of licensing and support for existing customers, and not 100% sure what their plans with the assets are (i.e. release them as they are initially or going through a general refactor to fit their needs/dev workflow).
One thing we know for now is they definitely plan to support LTS only - something we should have also done in the past to avoid the HDRP/SRP burden.
But if this leads to nothing we will just open source eventually.
Will keep everyone posted here in the following weeks.
I will stay tuned since there is no HDRP SSAA available so farā¦ maybe a hint on how to implement one in HDRP? We really need one for offline rendering projects. Even more with raytracing not supporting MSAAā¦
Supersampling is ready to be released and is currently pending asset store approval. However the wait queue is really long and we are still waiting. Iād say 1 more week and its gonna be live.
As for the other assets, we also have the source of MadGoat SSGI, but since HDRP already got its own ssgi implementation and URP does not have deferred render yet, I think we gonna shelve it for now.
Also for the non graphics assets - lockpicking, debugger, we have no plans on taking over.
L.E. Will come back with proper announcement on forum and the discord once everything is ready for release!