[Released]Magic Icon Creator

Hi Jester,
sorry, didn’t get any notification about your posting, dunno why.
Transparency problem:
Only thing I can think might be anti aliasing. MIC does store what Unity renders, it doesn’t use a custom render path. So changing Unity rendering may help (light color perhaps?).

As for scaling speed I might be doing another version where scaling is adjustable.

EDIT:
Transparency problem: May it be you refer to the Unity preview window? This always show a grey background for transparency. Best check alpha by opening the png by an image viewer/editor.

Version 1.3 is uploaded and awaits approval from the asset store yods.
Zoom speed is adjustable by hand in addition to automatically calculating it now. just change “Scale Speed Factor” anytime. Default is 1.

Ok. I’ll check it out. Sorry didn’t get a notification about your reply in the forum.

wow! MIC 1.3 is online. After 1 day!
Thanks, Asset Store Team.

Hi, I really liked using MIC prior to 1.3, it did take ages to scroll through to find my items.
Now however it really can’t find anything. I’ve tried so many different prefabs, all positioned at 0,0,0, and increased their scale massively, but all to no avail. I’ve tried many different scrol factors too from 0.5 to 50 and nothing seems too help, just cant seem to find the items. Previously they were tiny litle specs in the disntance that would eventually come into view with masses of scrolling, but now I don’t even get that. If this could be fixed (or if you know what I’m doing wrong) that would be great! really like this otherwise

Scaling works exactly like before 1.3, i only added an additional factor for it. So if you don’t change this factor, it should work as usual.

This factor can be found under: MagicItemCreator/Capture Icons/Scale Speed Factor
Default is 1.0.
It would help me to hear if this fixes your problem.

Is this package you try to snapshot available for free? So I could do some testing with it.

Probably this doesn’t help, but for testing i used several packages, one of them is a big dungeon art package.
I experienced some of the prefabs do not have a mesh. Finding them in Project view and dragging them into the running ‘IconPhoto’ scene revealed it in Inspector.
Would look like this:

3596402--291654--upload_2018-8-14_10-18-55.png

Maybe this helps. Seems some bigger art packages auto generate prefabs which doesn’t seem to work always.
Don’t wanne shift responsibility, but maybe this might be something to test.

Ok, will upload a new version of MIC with stronger checks for valid meshes later this day.

In previous versions MIC did only check if there is a MeshFilter or SkinnedMeshRenderer on the prefab, now it will also check if the Mesh is not null.
My testing shows this is a big improvement. You’ll always see something (hopefully). Don’t know why i didn’t do this beforehand, probably i just assumed valid Meshes.

Best way to detect if there is something visible and where it is, is to use the Scene View when MIC runs.
The prefab will be Instantiated as child of the Camera/Icon, so click on the Camera to get an idea of geometry, just like this:

Good luck!

New package 1.4 is on the way.

Hi DerDicke,
Thanks so much for your fast reply’s. I tried your option where you use the scene view to navigate to the mesh and move it infront of the camera. The problem was that none of my prefabs were spawning in line with the camera and background, dosn’t matter how much rotation or zoom, they were esentially benieith the camera and so never came up. I can use the scene view to put them in the right spot.

Any chance you could make an update that some how made the prefab at least visible in the initial view, so that we only had to do minimal scrollng and positioning? I don’t know how you could do this, maybe with raycast? just a thought

Also is there the posibility of a rotation scale factor too?

Thanks so much for all your help, once again great asset you have here.

Point is, MIC already calculates the bounds of the prefab and positions it accordingly so that camera can see the whole thing.
This works pretty dandy usually. But it does not work good in case of spread out object collections. Say you have a prefab containing a whole scene in your big RPG underworld game. In this case MIC would calculate a big object and would position it probably 1000m away from camera.

MIC 1.4 is available in Asset Store.
Again, the Asset Store Team was quick as hell… Thanks, guys.

Wow, this seems to be happening, except to the best of my knowledge it happens on swords and shelids etc one mesh items that arn’t very big and don’t contain much space at all, unless I am doing something wrong? to create the prefab I firtly import the model, then right click create new → prefab, then I drag the model onto the prefab, and then scale it down, maybe this is where the issues is? in down scaling? Ill have to give it a try prior to down scaling. Thanks again

Just had a look at the code. This is probably it. MIC uses unscaled bounds.
Will fix this.
In the meantime: there is a scaling factor when importing a mesh. Best scale here. Use transform.localScale only for GameObjs that will differ from the others.

New version awaits approval.

Wow, that was quick, thanks!

New version uploaded. Awaits approval. Nothing new, only a bit of code cleanup and better documentation on scripts. So if you are happily working with MIC, update doesn’t bring you any advantages.

New version online.

Version 1.7 submitted to Asset Store. Awaits approval.
Improved batching. Enable script Transform Override to save placement of Items individually (in scene IconPhoto).
Helpful when rendering out a given set of Icons several times, e.g. when experimenting with several backgrounds or post processing options.

Version 1.7 is available in Asset Store thanks to fastest Asset Store Team on the planet ;-).