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(+3)

would probably pay for it if it was a standalone software

its free now

Deleted 273 days ago
Deleted 273 days ago
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i'm about to buy this tool but i got curious about three things

i've read in the comments that only one texture (used as a spritesheet) can be used per mesh, is that true? also if i later decide to update this texture to another that has same size would i have to retexture all the mesh?

and how does the animating the textures works? does it cycles through selected sprites on the spritesheet or is it done via animator?

(+2)

I would recommend just going with Blender. They have everything this has and is free.

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i already use blender for small props for my game, but using it for making maps is terrible to test, visualize and travel from software to engine.

my main interest with this one is the way its uvs are made (not like blender which is overly complex and totally not made for pixel art)

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Check out Sprytile for Blender. 

had this on my mind for the last few day, and the moment i sit down to do it and give a link. you were faster than me xD

but yeah, you should really check out Spyrtile. That is probably the exact thing that you would want to use.

Update on updates?

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Okey, I very liked the demostration and the documentation files, so I bought it. First of all, it is a good tool indeed. It has some issues with the work comfort, but it is still better as other tools and programs for this type of models.

It works on Unity 2020.2.3f1, but shows that 3 used methods are obsolete, but it works.

The main problem for me was the terrible lag when the MeshEdit window is open. It is a huge issue for people working on high hz displays. I solved some of the lag by removing "Repaint"ing window on Update...(why repaint every frame btw?) it still display everything normaly and it is just faster now. It can repaint when deselecting object or something like that, but not always.

The design of the window is OK, it is just simple and easy to read.

I am happy with the purchase, but for the price I would expect something that I do not need to correct before use.

Any updates coming? Was keen on buying this for a project but it hasn't been updated in some time.

Hi! Sorry for how late this reply is!

I've had to pause development on MeshEdit, finding time to create updates has become too difficult.

I'll be sure to make announcements for any future updates but at the moment there are no plans to make any. Sorry to disappoint.

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Looks like a great tool! Will keep an eye out for price drops.

Does this work with Unity 2019.3+?

I do agree, this is a cool  tool. But the current Pandemic Clown World makes me cautious of the price.

(+4)(-2)

I'm actually sorry  but why does the price double every time I clip

(+6)(-1)

Is there a demo available? 35$ is kind of high but i don't mind paying if i like the feel. if  you had a demo i think that would help! thanks!

(+5)(-2)

WTF it used to cost only 9!!???

I got it for 7 a year ago.

Hi there! I've recently bought MeshEdit and I'm having some trouble with the snap feature. Pressing CTRL or SHIFT/CTRL while editing the mesh seems to snap it to very arbitrary numbers, that don't seem to have any relation at all to the units in Unity. Snaping does not snap to the semi-transparent grid visible at the scene. Is there any way to fix the snap a grid of positions correspondent to integer units of space?

Thanks ;)

(+1)

Thanks for the feedback! The snapping when you're transforming parts of the mesh is a multiple of one unit, it snaps more or less depending on how zoomed in you are to the mesh, if that helps.
Since you're having trouble I'll take a look at it for the next update and see if I can make some improvements.
Thanks for using the tool!

(+1)

Yup, making it constant regardless of the zoom would be super helpful! :)

(+1)

Hi i think your tool is amazing and has a lot of potential. But imo you should refactorize your code before continue adding new features, I added a little addon to it and was a pain surf in thousands of lines of codes and nested classes.

Hi, when I try to export the level I made with MeshEdit to an obj, it doesn't export and instead gives me this error:

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

Do you know what's wrong?

Hi Brandon, sorry for the issue.
Have you used the Tile Edit mode at all? You can get an error exporting the model to an .obj if the uvs haven't been changed. If you haven't, try switching to Tile Edit mode, selecting a tileset and painting any face, then re-export your model.

Do you have any other info? A line number or a screenshot of Unity's error trace would help a lot.

Hope that helps!

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Howdy! 

I got MeshEdit and immediately encountered a problem. I cannot create a mesh . The tutorial says "GameObject>MeshEdit>Create Custom Mesh", but I cannot find MeshEdit in GameObject folder.

Thanks  for any help. 


(+1)

Hi Gyhoket, sorry you're having issues with it.

Can you try right-clicking the hierarchy and checking if that works instead? If that doesn't work either then make sure you've imported all the assets in the package, and that _EditorMeshTools.cs is in your Editor folder under Assets/Editor/MeshEdit.

It looks like the option on the menu bar has disappeared so I'll look into a fix. Thanks for letting me know!

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Just got this asset, it looks pretty cool! I'll be playing around with it a bit in the next few days, but one thing I wanted to give feedback for right away is about how the asset files are scattered into 3 separate folders.

All your asset's files ideally should be self-contained into 1 main folder. Some assets out there need to go into certain special folders like plugins, gizmos, resources, etc, but other than that everything should be self contained.

Imagine if you have 20 third party assets in your project, when they're scattered everywhere it's impossible to manage them this way. Everything should be under 1 main 'MeshEdit' folder. Scripts, Editor, etc can be subfolders

I tried to reorganize the files myself by moving them to a new folder, but now when I create a new mesh I get DirectorynotFoundException since the files are no longer where they're expected to be. This is very bad! Many people have their own way they like to keep their project files organized. 

It looks like the asset that was going to be loaded are demo assets? Instead of loading demo assets by default, place them in a demo assets folder and give devs the ability to load them themselves if they want to. 

Hello!


First off, amazing tool! I was planning on using Sprytile for my next project, but the ease of export within Unity and vertex painting ability are really great.

Unfortunately however, I'm having some issues using this with Unity 2019.1 and also checked with 2018.3.0f2, both in fresh projects.


Essentially the behavior is:

1. Make simple cube mesh as per the tutorial's tileset.

2. Export with default settings.

3. The exported model's embedded material seems to be incorrect: the texture is missing.


I can partially workaround this, by 'Extracting the Material' as per Unity's inspector, and then assigning the exported texture (that appeared on MeshEdit export) to the Albedo. Which adds some time, but if I were to use custom shaders, I'd have to do this anyway.


The problem is, I can't seem to get the Vertex Colours painted on to appear no matter what I try. I suspect this could be a conflict with a newer version of Unity? I will try 2017 next. I suppose, I could potentially model in an older version of Unity if absolutely necessary.


Tiny final note: is it possible to change the hotkeys or disable the 'tilemap painting movement' WASD feature? It makes it hard to rotate the view while painting.


I tried looking for a proper support / contact email but couldn't find one so apologies if this is the wrong place!


Thanks for any help. I'd love to use this tool for my next project, it's really fantastic.

Hi 25HD, thanks for buying the tool!

I haven't tested Mesh Edit on Unity 2019 yet, so I can't say for sure.

When you export the mesh as an .obj file, are you importing it back into Unity or opening it in an external editor? When you export as an .obj file, the material is saved as a separate .mtl file and the texture is copied to the same folder as long as "Copy textures on export" is checked. You have to apply the texture through Tile Edit mode though, manually selected textures won't be exported. As long as all the files are together that should work in both cases, but it might be different in Unity 2019 (2018 and 2017 should be fine though).

Vertex colours only appear on a model if the shader being used can process them, they should still be applied to the model, but they won't appear unless you've applied an appropriate shader. Also, just as a side note, vertex colours aren't saved when exporting to .obj files.

I hadn't considered the WASD controls for camera movement, there's no option to ignore the shortcuts either but I'll be sure to fix that in the next version when it comes out.

I hope that clears things up, feel free to let me know if you're still having issues with it.

Also, posting here is fine! Thanks a bunch for the kind words, I'd love to see what you make with the tool!

Thanks for the quick response!


I see. So it seems the workflow is more to use the actual MeshEdit objects themselves rather than export to .obj?


In that case, is this restricted to storage/usage within a scene only? It appears that trying to store a MeshEdit object as a prefab isn't possible from my short testing. Or is there some other way to store other than just in-scene?

Thanks.

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Yes, I tend to use the MeshEdit objects as the assets since it allows for quick iteration times (I usually use the tool for level geometry).

You can still export to .obj files and import those assets in a new Mesh Edit object, or load them into their own Game Objects. Saving a Mesh Edit object as a prefab has some problems but I'm currently working on an "export as prefab" option that will be available in v0.4.

An option which I use a lot for duplicating objects is to copy/paste the faces into a new object:
1. Go into Mesh Edit mode, select all ("A") and copy the faces.
2. Create a new Mesh Edit object and go to Tile Edit mode, then select the tileset from the dropdown that the original object used (Textures won't be copied unless you do this step).
3. Switch to Mesh Edit more and paste the faces, creating a full copy of the original mesh.

This is definitely a workaround, so I'll try to work on more streamlined options for duplicating a mesh for future versions. Thanks for bringing the issue to my attention!

I see, thanks for the detailed response. Prefab export would be fantastic! Do you have an estimate for when this new version might be available? Thanks.

Think you can add an option to export a "MeshLab"-esque .obj with the vertex colours?  See : https://gamedev.stackexchange.com/questions/21303/how-can-i-include-vertex-color-information-in-obj-files but perhaps export it as a .objv or something? Mesh Edit would then be invaluable.

Hi Dyarosla, thanks for the input!

I've been looking into a way to export the vertex colours but all the methods involving .obj files are a bit too specific to work with MeshEdit. I'd really like to add a .fbx export so that colours can be included, but it'll take a long time before I start on that feature.

I was just playing around with the plugin for a bit, I really like the idea of easily editing meshes and painting the textures in Unity without needing the Blender export to Unity import workflow. It's great for these simple meshes where external software like Blender could be overkill

One feature I'd love to see would be the ability to add mesh faces for tiles in the tile edit mode, instead of just painting on existing faces. Just like the build feature in Sprytile. I'm not sure how difficult this would be to implement, I know Sprytile uses the snapped blender cursor to make it possible. 

Maybe it's there and I've missed it or I'm using it wrong, but I thought this was what the tile edit mode did already :(

Hi, thanks for buying a copy of the tool!

There's no function like that in Mesh Edit I'm sorry. To do that you'd first have to extrude a new face in mesh edit mode, then switch to tile edit mode to texture it. Sorry to disappoint, a function to add tiles as new geometry would be really difficult to include in Mesh Edit, but I'll keep the request in mind for future updates.

Thanks again for the kind words!

Hey there! Love your plugin. Been using it for quite some time for a personal project of mine.  I just had two questions real quick!

1. I've been trying to implement some transparent tiles, theres some that are actually included in your default "cloudy temple" tileset, such as a gate, or the like. However, when i place these tiles over standard meshes, they don't appear as expected. Am I missing some step, perhaps?

2. Once I eventually finish this small project, I would like to credit you for this amazing tool. What method would you prefer for credit?

Hi!

Thanks for using the tool, I'm really glad it's been helpful!

The issue with transparent tiles is that transparency is handled by the shader/material on your object, so if you want transparent textures you have to switch the shader settings on your GameObject from "Opaque" to "Transparent" or "Cutout", or switch it to a shader that can process transparent textures.

Really kind of you to want to credit me, thanks! I don't need a name credit but if you want to credit the tool, a note along the lines of "Made using Mesh Edit" or something in the credits like that would be amazing! Thanks again for the offer, I'm looking forward to seeing what you're working on :)

Excellent. Thank you for the tip involving the shader for transparent pixels. Once my project is further along, I'd be glad to share with you!

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