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MegaTinyStudio

6
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A member registered May 20, 2019

Recent community posts

(1 edit)

The interest in the software could have been massive, but you never advertised it and also just stopped working on it for years, so people (rightly as it turns out) assumed it was abandonware.

Either way, I've gotten plenty of use out of it so cheers for making it (I really mean that, it's a great product and you should be proud of it). 

Shame it won't be going forward over some nonsense twitter drama. I always knew this would be the outcome of Godot's open source volunteer nature: everyone eventually falls out and packs up their toys. 

Best of luck with your future projects!

It's all setup correctly as per instructions. I get these errors whenever I click on my camera and the post processing has some kind of meltdown and flickers on and off when I do.

Error 1:

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ArgumentNullException: Value cannot be null.

Parameter name: value

UnityEngine.MaterialPropertyBlock.SetTexture (System.Int32 nameID, UnityEngine.Texture value) (at <c5ed782439084ef1bc2ad85eec89e9fe>:0)

UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.11/Runtime/Utilities/Blitter.cs:261)

UnityEngine.Rendering.Blitter.BlitCameraTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination, UnityEngine.Material material, System.Int32 pass) (at ./Library/PackageCache/com.unity.render-pipelines.core@14.0.11/Runtime/Utilities/Blitter.cs:377)

UnityEngine.Rendering.Universal.ScriptableRenderPass.Blit (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Rendering.RTHandle destination, UnityEngine.Material material, System.Int32 passIndex) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/Passes/ScriptableRenderPass.cs:718)

SnapshotShaders.URP.Blur+BlurRenderPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Assets/Snapshot Shaders Pro/URP/Scripts/Blur.cs:103)

UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/ScriptableRenderer.cs:1507)

UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/ScriptableRenderer.cs:1463)

UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/ScriptableRenderer.cs:1230)

UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs:664)

UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera, UnityEngine.Rendering.Universal.UniversalAdditionalCameraData& additionalCameraData) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs:549)

UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCameraInternal (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs:532)

UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at ./Library/PackageCache/com.unity.render-pipelines.universal@14.0.11/Runtime/UniversalRenderPipeline.cs:384)

UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <c5ed782439084ef1bc2ad85eec89e9fe>:0)

UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <c5ed782439084ef1bc2ad85eec89e9fe>:0)

UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)

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Error 2

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Assertion failed

UnityEngine.Rendering.Universal.ScriptableRenderPass:Blit (UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.RTHandle,UnityEngine.Rendering.RTHandle,UnityEngine.Material,int)

SnapshotShaders.URP.Blur/BlurRenderPass:Execute (UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.Universal.RenderingData&) (at Assets/Snapshot Shaders Pro/URP/Scripts/Blur.cs:103)

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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(3 edits)

Cheers for the update! The app is amazing and I use it daily.

Edit: just saw this is from half a year ago lol. Nevertheless, great tool you've made here.

A really, really nice gesture to everyone that bought your previous stuff, which was on it's own already incredible value.

Hiya. Aha thanks for the tip. Obvious now you've said it. Going to edit my original post to remove that in case anyone sees it in the comment and it puts them off your work. Lovely stuff!

(1 edit)

This is amazing and I'm really glad I found it. The brush options you've provided are so lovely and it's really easy to do things like skin in the application.

Love that you've made this. Keep up the good work!