we finished our tool for fast and efficient creating and editing of electric and telegraph lines. We prepared the basic set of poles. You can create your own pole models for prototypes.
I bought your power line tool, And I think the tool works really great. You can really make a scene feel more believable with some wires I have one problem though, and itâs a pretty big one. When I export the game the wires are gone. Iâve tried exporting to web and windows. And I have Unity 4.5.3.
Iâve looked through the log for the exported windows version and it seems that the shader you are using is not supported. The error I get is : âWARNING: Shader Unsupported: âManox.Tools/WireShaderâ - Setting to default shader.â
One other thing Iâm wondering, why is the shader set to use transparency? Iâm not very good at editing shaders myself, or even understanding half of it. But it feels like this shader should work with out transparency. It would help when baking oclussion.
I would be grateful for any help regarding the export issue. I think you made a great tool, and It works really well in the editor at least
If you would like a sample, Iâve put a test at Dropbox - Error - Simplify your life
The test is a clean project with only your tool added, no modifications.
sorry for delay. Itâs my fault, I have to release fix for this bug. You can repair it itself when you change value _PixelScale from 0.0000000001 to 0.001 in WireShader.shader.
Iâve just bought it and spent some time looking around the package. Here is an example wiring on my example RTP scene. Iâm quite pleased with the results that can be achieved pretty fast (thatâs the package should be here). 2 small requests that might be considered:
deflection per segment (so I can have more deflected wire beween certain poles). Thatâs not that critical ahoutgh, but but be needed by some users
your custom shader to improve wire rendering. This works quite decent so wires donât produce ugly artifacts as they are quite thin geometry. My suggestion is - maybe it would be even better trying to implement custom shader for camera facing billboards. I mean - kind of line renderer, but on GPU (I made something similar so itâs definitely possible). This way you could antialias your wires a lot better without necessity to use MSAA (not available in deferred modes anyway).
Hi Manox, I just bought this today and have some suggestions.
Can you please create a folder containing pre-rigged poles, with the joints already set up? While it is great to be able to customise the poles for the existing poles if they were pre-rigged you could literally be and running in seconds rather than minutes
It would be great if the wires could react to wind forces.
we released new Unity 5 version. It supports PBR for all pole prototypes and also for wire material. We added new feature - random pole tilt with range (only Unity 5) .
Your questions :
deflection per segment - maybe in next version.
your custom shader to improve wire rendering - Iâm thinking about it, but in this time I want to be comaptible with mobile devices.
Can you please create a folder containing pre-rigged poles - I donât understand, package contains pre-rigged models.
Wind - Iâm thinking about this, maybe in next version.
we are working on new update. I expect we will publish it next week. You can attach new wire consoles on objects in scene like buildings or another poles. You can now create pole with more then 2 links to another poles.
We apologize for delay, our programmer had gypsum on his hand. We are finishing new version with poles on buildings and other objects. Last thing we have to finish is documentation.
Iâm using Powerlines and itâs very good and intuitive piece of add-in!
However, I have a trouble when enabling the default Fog option (in Lighting panel). It looks like the WireShader isnât supporting the fog. Can you give me some advice on how to avoid that âshining spider webâ effect?
Hi Manox, great tool!
Is there a way to easily use another shader for the wires? (also loosing the wind effect)
A line renderer alternative for the wires could be also very useful.
Thanks
Max
I purchased the latest version ( 1.3 ) of powerlines. Very easy to use and it adds a realistic touch to the environment. Only thing is that this latest version seems to be missing the wind script. The only scripts in the package are âPowerlineEditor.csâ in the Editor Folder, âPowerline.csâ in the Code folder, and âPowerlineJoint.csâ in the Code folder.
There appears to be no way to set the wind effect, which is why I think a script is missing from the package. Other than that, I like it. Keep up the good work.
Cool to see this is still running on modern Unity.
I wish they fixed this. The poles after placement are no longer prefabs, they shold keep being. What I do is to use a swap script and I replace them when the poles are no longer going to be modified.
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.EditorStyles.get_foldout () (at C:/buildslave/unity/build/Editor/Mono/GUI/EditorStyles.cs:135)
Manox.Tools.Powerlines.PowerlineEditor.CreateGUIStyle () (at Assets/Manox.Tools/Manox.Powerlines/Editor/PowerlineEditor.cs:44)
Manox.Tools.Powerlines.PowerlineEditor..ctor () (at Assets/Manox.Tools/Manox.Powerlines/Editor/PowerlineEditor.cs:39)
Also when update please allow manox tools to be placed in another folder to keep project tidy