Squeaky Cow Asset Packs - Particles, Textures, Colors!

Hello all Unity developers!

Squeaky Cow has released three of it’s developer tools today to help you save time and automate some of the more tedious tasks. (Images are hyperlinked)

About Us
We are an indie team who are working on two games currently and also creating and releasing some asset packs and tools in the wee hours of the mornings. The tools above are actually polished versions of tools we use internally. At Squeaky Cow, especially given that we are a two-man team, we quickly realised the need to save time, and so most of our tools are aimed at this specific purpose.

About The Tools
I will quickly run over each here, but you may follow the links for more information, pricing, and online demos.

The Animated Partciles Creator is a custom inspector, written in C#, that renders in-scene particle systems, to a texture atlas, for use with stand-alone particle systems. The actual editor requires Unity Pro as it uses Render Textures, but the atlases can be used on any platform, and are especially useful for mobile platforms and for creating more animated and satisfying special effects. You can also render mesh animations to the atlas for a bit of depth in your effects!

The Procedural Color Creator is a system which generates color schemes at runtime, and then exposes the colors for you to apply to objects. It generates colors using color-theory math and exposes them so you can easily tint your objects with the colors. You can choose which color schemes to generate and use, which colors to use, set min/max lightness and saturation values as well as a slew of other configureables. This is absolutely perfect for tile-based games, puzzelers, RPGs with random item systems, the works.

The Texture Assembly tool takes components of textures, and then combines them and saves out a final result. Imagine a tile-based game, which has tiles comprised of say four components, you have the tile border, the tile fill, the pattern and then the decals. Save these to the respective folders in the Texture Assembly project, load them, and hit generate, and it will mix and match them with your settings, and save out the resultant final renders for you. This project needs Unity Pro, the results can be used in any project of course as they are just textures.

All projects are written in C#.
All projects are fully-documented.
Online support from Squeaky Cow.
Working demos and samples included.

If you like the sound of all three, then for this week only you can purchase the bundle pack for a discount!


In addition to being useful in final projects, these are all fantastic for fast-prototyping, as I’m not sure about you guys and girls, but I get really tired of looking at blank grey shapes for the first few weeks of development. So you can really quickly bring your prototypes to life.

These are all en route to the Asset Store too! I did get the thumbs up from Unity Tech to post on the forum, despite these being off-site assets currently, so fear not.

We are very interested to hear comments and feedback, if you have issues please talk to us, our e-mail is in the included PDF documentation, mine is in my profile here, and on the site itself and we will do our best to respond within 24 hours. Additionally you can post questions and comments here too and I will keep an eye on this thread as best as possible.

Thanks, and have fun! :slight_smile:

Useful! And nice!

Thanks, I hope people find them useful at least, we sure have. As of about an hour ago these have all been submitted to the Asset Store too, so they should be appearing there soon™ with luck.

Edit: Perhaps this wasn’t obvious, but the images link to the store page - just in case people didn’t realise. :slight_smile:

Only works for Pro :frowning:

The Procedural Color Creator will work in anything, but alas you are right the other two are Pro only as they use Render Textures. I am thinking of ways to make the Texture Assembler work without a Render Texture use and I think it may be possible, but I doubt there is any way to make the Animated Particles without Render Textures. If you have any suggestions we are all ears. :slight_smile:

Quick update for those interested, all packs are now live on the asset store, you can find them here:

Texture Assembler
Animated Particle Creator
Procedural Color Creator

:smile:

Hello Ian,
is Texture Assembler working with dynamics Objects ?

Thanks.

Where are the textures being placed when generated?
I’m not finding them.

Getting a couple of errors:

NullReferenceException: Object reference not set to an instance of an object
FluidSimScript.Start () (at Assets/FluidSim/Scripts/FluidSimScript.js:479)

and

NullReferenceException: Object reference not set to an instance of an object
TextureAssemblerWindow.LoadAllAssetsAtPath[Texture2D] (System.String assetPath) (at Assets/Editor/TextureAssemblerWindow.cs:444)
TextureAssemblerWindow.OnGUI () (at Assets/Editor/TextureAssemblerWindow.cs:194)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[ ] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)