I'll try and pin this down. In the meantime I'd try Unity 2017
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I tried your script on Unity 2018 and couldn't reproduce your error. Can you let me know what platform and unity version you're running on? And if you happen to have a simple project that produces your error I can look at, even better. Thanks!!
For future reference the problem isn't the locale, since the code syntax for HLSL is the same across languages, and arguments in functions are always separated by commas. Instead, the error seems to come from Direct3D 11 expecting a different amount of arguments for a function.
The fix you're showing us should actually cause a syntax error on Windows. Perhaps Unity is compiling it anyway because you're not on Windows using d3d11?
Do you get the same error in Unity 2017?
There's no way to set import settings on doodle studio animations, couldn't find a way to extend the compression features from unity into the files. Yeah this is a known limitation and might make it so longer/larger animations require too much memory for mobile targets.
You can convert doodle animations into sprite sheets by Right Click on file > Doodle Studio 95 > Convert To Sprite Sheet (works for multiple files)
The resulting sprite sheet is a regular texture file that'll have full use of unity's compression and texture settings.
Right now there's no automated way of having a Doodle Animator use a sprite sheet instead of a doodle animation file, hopefully I can make that work.
You could have a simple script that replaces the sprites in the renderer from the ones in the sprite sheet, see https://pastebin.com/pRtPQVL3
But yeah, there're also ways to automate any replacing so hit me up before you do any boring work.
I'm unable to reproduce your errors. Doodle Studio works for me on Unity 2018.2.3 when you import it in a clean project. This could be caused by other libraries you have installed in your project.
Try making a new project and importing the doodle studio package. If you get errors, let me know what those errors are, the specs of your computer and your OS version.
If there's no errors, go back to your project and try deleting the doodle studio folder and importing it again.
If there's errors in your existing project but not in a empty one, the culprit is somewhere in your project and out of my reach.
Hi, can you let me know what the errors say when you import the package? Does doodle studio work after the errors or does it not?
The 2017 package should work for 2018 too as far as I know.
FWIW Unity will keep pushing new versions forever but us toolmakers aren't getting paid to fix all the errors they introduce :) I'll do my best to keep it running on new versions but please don't expect doodle studio to work on every future unity version :)))
it’s either some obscure unity input bug or I know the windows ink thing brings a lot of trouble. There’s a setting in the Wacom configuration panel to disable windows ink, i’d try that. If that and updating the Wacom drivers doesn’t solve it I’d have a hard time finding a fix for it on my end since unity doesn’t really offer any drawing tablet support I can hook on to..
Sorry for the confusion!
We switched to free non commercial / paid commercial licensing on September 15th 2018. If you purchased it before you're entitled to use the tool for commercial purposes.
I wasn't able to reproduce your problem, when I make copies of the same object with Random first frame on and hit play I get different starting frames. Do you have an example scene I can look at? Do you get this consistently across sprites?
I thought about this a lot and I would LOVE a template for making *animated* fonts where you draw one animation per glyph with a simple UI. It'd be a bit involved so no plans for now.
For now you could draw one character per frame (the image would have to be a bit low resolution to fit them all in one file, or you can break it up in several animations). For rendering the text hmmm ideally you'd make a shader that takes the right rect of the final texture (you can save the animation as a sprite sheet) depending on the glyph, or somehow pipe into the existing text rendering pipeline and convert the sprite sheet into a texture with each glyph in the same place in the texture where unity expects them to be.
Send some updates on your progress!
I looked into this and I'm confused by your problem,
The shadowed sprite shader is affected by lighting and ambient light, so switching color space will affect the final rendered color (this also happens with regular geometry using the standard unity material). The shadowed shader is basically just the old default Lambert-shaded standard shader, with a shadow pass.
Linear space isn't reinterpreting the canvas colour. What you're seeing as darker colours is just the lighting from your scene affecting the sprite, however you have it set up. The colors look different when you switch color space because the colors and intensities of the lights in your scene remain the same and should be adjusted so the scene looks the way you want it to in the color space you'll use.
If you don't want the colors of the sprites you drew to be affected at all, you can use an unlit shadow-casting shader (not included in doodle studio but lmk if you need one).
Worth noting is, the UI of doodle studio seems to change in linear vs gamma space (which seems to be a unity bug), but the colors in the texture you're drawing remain the same. So you shouldn't need to switch spaces to draw. You should be able to stick to one color space.
Color spaces are confusing! Let me know if this clear things up
so the way I did it is with two separate animations:
Draw a 9 sliced image that has the corners and the sides (which should be tileable). Make the center transparent.
Draw an image with pattern mode on, for the center pattern.
Add both as a sprite, with the first one moved a bit up so it’s on top.
On the first image, set the Sprite Renderer tiling mode to Repeat, that way when we extend it, the sides repeat instead of stretching.
Select both images and extend one of the corners using the quad tool to extend the rug.
If the first image’s border don’t reach the edge of the image you might need to make the pattern image a bit smaller.
Does that make sense?
I didn't make a lasso, but there's a new Grab tool that lets you drag a part of the image under your brush. The feature is available now in a new update.
Hi! this has been addressed in a new update launched today.
Basically I got rid of palette management inside the doodle studio UI so now the way to go is to make them in the preferences file.
Hope that helps!
This is possible already by adding a DoodleAnimator component next to a MeshRenderer. The animator will automatically assign the current frame as the main texture of whatever material the renderer is using :)
I’ll reply shortly when I’m on my computer with more specific information
But if you search the project for RaymarchTemplate.shader (IIRC) you’ll see all the include files that are used in the final assembled raymarching shader (and therefore available to all snippets).
So the final raymarching shader will use a shading function found in the default shader template, a file that’s parsed to define how the final shader is assembled.
To do your own shading you’ll need to make your own template, which gives you full control. We’re about to add documentation about how to do that, but it involves duplicating the included RaymarchTemplate file and dragging the new one on the “Shader Template” property of the Raymarcher component, then any edits you do on that file will be reflected on the auto-generated raymarching shader.
Not on my computer right now but I’ll reply shortly with more information!