Hello,
Magic Icon Creator has been released!
You can easily snapshot icons from anything with no size restriction.
Also you can one-click-create Items that can live in UI and in the world with PhysX on them.
Check it out: Magic Icon Creator | Integration | Unity Asset Store
Main features are:
One-click icon creation individually or bulk.
No coding required. But code is well commented in case you want to extend it.
No size restrictions.
One-click-create fully functional Items that exist in the game world and game UI. Instantly test them in included test level.
Several modes allow you to decide how Items behave in the world. Just choose from drop down.
Two modes: Use MIC as your Item system or easily let it plug in to your existing system by generating only the data you need.
Ahhh⦠I forgot:
Should work with any old version of Unity at least from 5.0 (I donāt know how the asset store gods figure out which Unity version an asset needs, most probably they always assume the most recent version).
This thread is for support now. So if you have issues or feature requests, please post them here. MICās Asset Store site links to here now, but must go through review before it is online.
@DerDicke Iām currently designing a RPG and we have a simple item system in place. My question is, will we be able to integrate your system into ours?
@usmarshal :
Easily. Just choose āKeep Only Connectionā under āā Create Settings āā and create your Items. This will add no additional functionality, just a script with two variables to the newly created prefabs (UI/World) holding the prefabs to create in each case. You can use these variables to create the right prefab just like you create any other prefab as usual.
Also described in the manual.
------- Bug in Unity 5.6--------
If you want to use the item creation functionality (that is, not only making icons, but actually create items existing in the game world) there is a bug in Unity 5.6 that leads to a white icon image for the item.
Published a work around for the issue in my previous post. Package will be online after Asset Store Review.
Thanks a lot to Vidmantas from Unity QA for providing me that fix in notime.
Tested and working in 5.6, but not tested in later versions.
If you find any issues in later versions, tell me and Iāll try to fix them if possible in reasonable time.
Hmm, mouse zoom does not work for me. I use the mouse wheel to zoom but it does not work. Mouse works fine everywhere else. In the Scene window I can zoom with the wheel, but in game view I can not. Other move options work just fine, only zoom is not working. Using it on a Mac with Unity 5.6.5f1 64bit.
Any suggestions?
EDIT: Correction the zoom does work with the mouse wheel, but I have to scroll forever for it to zoom. It move extremely slowly, holding shift key actually stops it from scrolling all together.
EDIT2: I had to hack the script to get the zoom to work in a useful way. The zooming altogether seems to be too granular at default. Also what I found is that if I press the shift key the Input.GetAxis is never true. Thatās why pressing left shift does nothing. Perhaps the GetKey clears the input somehow. Can you verify this works correctly for you? Perhaps itās my setup my h/w, the thing is that my mouse zoom and keyboard are working fine everywhere else.
I also think that different sizes of mesh prefabs can mess things up when it comes to zooming. I would suggest testing zooming with different size of prefabs and see if it behaves as you expect.
Iāve hanged the code so I can use keys 0,1 and 2 to set the scaleSpeed to curMeshPrefabSize and the 1 and 2 simply += 0.1 to it and -= 0.1 to it. I can then adjust the zoom and that make is usable.
EDIT3: I was able to take a snapshot of a particle effect Iām interested in. I have no background, so expect it to be transparent around the particle effect. Then when I take the resulting image, change to Sprite and change Alpha Source to āFrom Gray Scaleā I see the image I expect, but the background is not truly transparent, there is a gray transparent hue, like gray smoked glass instead of pure transparency. Am I doing something wrong here?