Posts tagged as 'Unity Editor Tools'

January 13, 2015  by  

As I quickly learned, there are a ton of techniques and tools used for creating water in Unity. The Standard Assets package includes pretty much everything you need to get the basics done, but there’s loads of third party tools availble to extend that functionality. There’s tools like Flow and SmartWater, and there’s also lots of interesting optimizations, like creating custom water meshes. But, to my dismay, almost everything out there is designed for 3D environments.

Granted, it probably would have been possible to adapt some of these tools to achieve an acceptable 2D top-down water effect, but it would almost certainly involve code changes and creating a new shader or two. I was looking for a solution that would be simple to implement, well documented, and that didn’t involve adapting a lot of 3D objects or concepts. Here’s a summary of what I was looking for:

  • Don’t need to interact with lighting
  • Don’t need reflections
  • Needs support for a transparency mask. Because we don’t have any 3D terrain in a true 2D game, we need a mask to define where the water is drawn, and at what opacity.
  • Multi-directional and multi-speed flow map support (different areas of the same water texture can flow in different directions and at different speeds).
  • A flow map generator/editor that can be used within Unity, so I don’t have to create them by hand in Photoshop

A few third party tools looked promising, like Flow, but they clearly designed for a 3D environment, and were a little lacking on documentation and examples. I wasn’t about to blow good money on something that I wasn’t even certain would support what I was trying to achieve. Since I was unable to find any sure-fire solutions on the asset store, I set out to create my own.

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December 12, 2014  by  

At first glance, flashing text in a custom Unity editor window may sound like an annoyance, and it certainly can be if used inappropriately. But it can be a useful tool for catching a user’s attention if used responsibly. I use it in a few of my custom editors to alert the user to various situations:

  • Missing components. For example, my vertex painters won’t work if the selected game object does not contain a mesh component.
  • When you’re locking standard scene selection. For example, when my vertex painters are in “Paint Mode”, you cannot select scene objects when clicking in the scene. This can be confusing if you forget you are in “Paint Mode”, or you are using the tool for the first time.
  • Warning messages. “Changes cannot be undone” might be a good candidate.

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