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78Star

16
Posts
2
Topics
3
Following
A member registered May 03, 2018

Recent community posts

Oh man, love the game so much. I am a C#/C++/Blueprints developer. Would love to work with you, feel free to reach out to me if you are interested!

I jumped down a whole on the roof of a skyscraper and became on with the flesh? Amazing esthetic. I would love to work with you on this. Feel free to reach out, I am a porgramer C#/C++/Blueprints

I think your game gave me ptsd XD. I would love to work with you, message me if you are interested.

Upon testing using lit shaders instead of unlit shaders, I am going with unlit. Makes them pop out more in-scene.

Thanks! Keep me informed, I will look into a work around in the mean time.

Unfortunately didn't work. I should have mentioned I am using URP, 2022LTS.

Super Text Mesh community · Created a new topic Lit shader
(1 edit)

Hi again! Almost done with my demo, I just need a lit shader for my texts. Looked under shader folder to no avail. Also tried set Lighting On in shader to no avail XD. Would this be easy to accomplish?

(1 edit)

I fixed the placement issue. I am just moving the objects back to world space default, and generating the mesh, and then moving it all back. Not pretty code, but functional.

https://gdl.space/ironakudic.cs

(2 edits)

Yeah it was subMesh. And then the UV I fixed by getting a UV from each mesh and adding them to an array(which will match the new vertex array size). The only issue I face now is the position of the new mesh being off, though from the link bellow it seems to be something with how matrex4x4 works with different spaces(Will have to figure that out some other time for now I am brain dead). Thanks for the help @KaiClavier

https://answers.unity.com/questions/231249/instanced-meshes-are-being-offset-to-...

(1 edit)

Figured out how to get the mesh(f variable) and texture from materials(r variable). The position of the generated mesh is off, but not to big of an issue, but the main issue I face now is the texture being generated seems pretty low quality? Also the UVs I am assuming of the meshes aren't matching the generated texture, as the meshes are just transparent when using it.
https://gdl.space/ezewucaray.cs

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The combined mesh is empty for some reason.
I am grabbing the meshes from.
combine[i].mesh = superTextMeshes[i].textMesh;
I am assuming there is somewhere else to grab the generated meshes from?


https://gdl.space/xezewihayi.cs

(1 edit)

I have a script pulling the meshes from each SuperTextMesh child component, but I am not sure how to move forward with getting the textures. They all are using the same char so could share a single material, I am assuming. Using the "SMT Unlit" shader, so would just getting the "_MainTex" variable and assigning it to a sharedMaterial work?

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Hey! I am a Unity3D developer for going on 10 years now, and I have to say this whole genre is awesome to me. The enemy difficult is great, and ambiance and environment sounds are spectacular. I would add some effects to the vocal, a building like that would be very echo. I also have some ideas about the gun hand mechanic and how to make it smoother(it feel clunky right now), which quite the mechanic! Let me know if you would like help on the project, I have quite a bit of free time right now and would love to see what other situations we could make from this!

Oh also I am Alexander Nava! I got to excited and forgot to say it lol.

I will also see if the Update method is anything I need since this will basically be static once spawned in, or might change in editor only.

1) I am running low polly 3d modules through a method that spawns STMP assets on the edges of each tri, 2) so object pooling will be something I look into. 3) It will be groups of meshes yes(so like all plants are using one specific mesh, all rocks, all buildings, ect). 4) I have also ran into issues with Unitys dislike/lack of support of good coding practices. Though what I have been doing is using MonoBehavior's for purely the editor logic, or using them to wrap one to one class instances of my behaviors. Allowing for partials in the wrapped class, is a has a.

I am also trying to build out the exe as I see a good portion of the Update function has editor specific code(not sure this is the issue, but might alleviate it enough), but am running into other issues from another plugin so will get back with the results. Also my condolences if you have been waterfalling a 5k line file lol. Partials and Single Responsibility is the only thing keeping my sanity as a programmer intact, though often find others pushing projects through without consideration of future maintainers(from lack of budget or bad timelines of course, no fault to the programmers who make actual functioning code). 

wSetup:
I have 18k instances of SuperTextmeshes in scene.
Overview
So this is about half the number I will be going for. I just have them as static objects in scene, so I am assuming whatever is causing this I can work out. I tried looking through the SuperTextMesh.cs script,,, but it is long. I am not sure if this was done to keep file count down for the unity asset store, but is there a github, or other version I could get that has all the class separated?