Yeah, sorry, last fixes, tomorrow you wll get it for sure.
So, RayFire for Unity beta test officiall started, anyone who wants to participate in it, please send me a message with your email. After a week I will release beta package here for everyone.
Iām doing photogrammetry for desert landscapes, and Iām also hoping to do some game-engine based movie shorts. Iām very excited about using your plugin. It does everything a person could hope for if I were to write a wish list. Great work! Cant wait to try it out. Iām not a great coder though-- I only do enough to write some character controllers to handle joystick input etc. Is this something thatāll be easy for people like me to use?
Hi, friendly and intuitive workflow is what I want to implement. Of course experienced programmers will be able to use it in more advanced ways using API all components provide, but I want to make easy to learn and use workflow, so even users without programming expereince at all will be able to use it.
As you can see in Rigid component preview all you need to do to start breaking objects is just add Rigid component and start Play mode, that is it. If you want to create something more complicated then you can start learn UI and properties and set up exactly what you need. With programming knowledge you will be able to create even more impressive and complicated demolitions and simulations.
hello,
the beta is awesome :]
also i modified the line 702 of RFParticles.cs as //renderer.shadowBias = 0.55f; to working with unity 2018.2!!
and it would be great if particle materials that generated by RayFire be compatible with HDRP too ā¦
thx.
its Looking Good but ray cast shoot when hit at corner it destroy whole object. but how about destroy only those part where ray cast hit. like when hit a corner destroy only corner not the whole object.
secondly it will be good to implement peel effect.
Yeah, particle system seems like the only thing which has problems with 2018.2, this can be fixed easily.
I will send email with link to new package with all recent fixes to all testers from time to time.
As for HDPR support, RayFIre doesnāt generate material, it uses material defined by You, so, I guess it is already compatible, but I need to try this, never tried HDPR before, maybe I am wrong.
We can do this, but such way to work is not good in terms of performance. Right now with Voronoi type we have to fragment whole object, we canāt just cut small area out of it. This is boolean operations and it is not their time yet, they are too slow for games. What we can do is to fragment whole object, take fragments we want to hide or simulate and then Glue the rest fragments which we want to stay as solid object back to one element, an then we will need to optimize mesh and clear it from all edges and vertices from fragments, moreover, next time you will shoot this object it will have more polys than it has before first shoot. So after every shot it will be fragmented even slower.
So, instead I decided that it is better and faster to frag object once and then just keep the rest fragments inactive, so they will wait until they will got shot to be only activated. Check out Gun component video, I used already prefragmented column there, but you can start with solid column defined as Inactive, so after first shot it will be fragmented and only fragments inside Impact radius will be activated and start fall down and it will looks like you shot only small portion out of it. At next shot it will activate another portion of already created fragments.
Current way is good for small and middle size objects, for something big I want to write another feature like GeoMode from Red Faction, which wonāt fragment object, but will edit surface. But this wonāt happen anytime soon
Wouldnāt we be able to define our own dust particle systems anyhow? Even if they had to conform to certain rules, Iād rather not use the ones I saw in your video. Theyāre a bit generic and just create a āhazeā for a few seconds. Theres room for improvement there that artists will want to fill on their own.
Hello looks good beta.
Mir-vadim @I have a question, can you guide me how to do so my player when shoot to demolish the given object?
I apologize for my bad English.
If you want ot synchronize Gun Script with your shooting system, you need to add Gun Script to empty object with name āGunā and set it as child to object which You use to shoot so object with RayFireGun script will shoot along defined shooting axis.
Then you need to initiate shooting using public API every time when you shoot via your shooting system, something like this:
GameObject gunObject = GameObject.Find("Gun");
RayfireGun gunScript = gunObject.GetComponent<RayfireGun>();
gunScript.Shoot();
I will create later a tutorial where I will add shooting support into FPS Shooter asset which was released recently for free.
Yeah, as I said before, whole current particle generation system should be changed, what you see now is just a basic particles support. Later I want to change it and make more flexible.
Oh, and buy the way, it creates such simple haze because I set one dust material with simple grey texture with noise alpha which I created in photoshop for 20 seconds, this is just a dummy visual of dust, you can set any material for your dust, even multiple materials for different dust VFX.
Open Beta test
Ok, seems like closed beta test went well, no big bugs and crashes so far,
so, here is link to latest package:
https://www.dropbox.com/s/jwk9vbo8eezb0gj/RayFireUnity092.unitypackage?dl=0
Anyone who wants to try it, you are welcome.
404
That file isnāt here anymore
Sorry, I released a new beta build recently and didnāt update link here.
Here is Beta build 0.92 link:
https://www.dropbox.com/s/jwk9vbo8eezb0gj/RayFireUnity092.unitypackage?dl=0
Great tool.
Hi @Mir-vadim !
I just discovered your RayFire plugin in the asset store and I have some doubts:
I already have another fragmentation plugin for Unity but it seems itās not updated anymore, so I may be switching to RayFire in the future.
I have seen there are some DLLs in your package, so there is no source code, I suppose?
Iām always concerned by plugins without source code, since DLLs stop working when Unity gets updated (and that happens very very often)
Right now Iām using Fracturing and Destruction from Ultimate Game Tools, and even if itās not updated anymore, I can still maintain it myself and fix any future incompatibilities because it includes the full source code.
I understand you want to protect your IP, but sadly we really need the source.
Also, do RayFire support structural supports like in this video? (the columns and archs demo)
Iām also concerned by compatibility: since youāre using DLLs, will it compile for every platform Unity supports?
You donāt specify it on the store.
Hi, there is no source code because it was written on C++ and it is huge amount of code.Originally we made all fragmentation in 3ds Max using itās SDK API, but 2.5 years ago decided to write our own mesh class with our own slicing algorithms, there are thousands lines of code and IP protection is not the reason why it is in DLL form. Now we can implement same fragmentation on any platform, it will only take 1-2 months to write mesh export/import and usable interface, right now we are writing the same plugin for Maya. As you can see there are two plugin files right now. One is common mesh fragmentation library and second just make all conversion between C# and C++. This is the only thing (sending one mesh and shatter info inside and getting a bunch of meshes back) which happens in these DLL files, the rest of the features are pure C# scripts, you can change them if you want.
In last update I added feature you are talking about, but I didnāt add yet any visual representation for all these connections. I will add them later.
https://www.youtube.com/watch?v=VVhu4lDjkug
About compatibility for other platform, for now it supports Win 7, Win 8, Win 10 and OS X.
It doesnāt support fragmentation on Android and still not tested on IPhones, this only means that you canāt do runtime demolition during game on these platforms, but you still can shatter geometry in Editor and prepare objects for demolition on Android and IPhones, because actual demlition script as I said before is pure C# script. We will add Android and IPhone runtime demolition later, the reason it is not there already because it probably wonāt be fast enough for runtime demolitions.
In any case, this is our first release on Unity and obviously there probably something we will need to fix and adjust, but so far all beta testers are happy with what they see, so I decided that it is ready enough to release it to public.
For now making RayFire for Unity plugin as stable and perfect as possible is my top priority task, any bugs, issues and problems users will find will be fixed very quickly.
Oh, I see!
Then itās OK!
My current target builds are Win64, Android and hopefully Switch.
I donāt need realtime fracturing, only precached.
Now I wonder, will a project using RayFire compile for Android?
No realtime fracturing, only cached shards.
Can you try it?
I want to be sure there is no dependencies errors on build.