In spite of Unity annoucing it will no longer improve its Flash Deploy module, incoming RageSpline 1.6 will support it. Not an easy feat, yet we hope it will serve well some of you who opted for or are restrained by contract to publish to the platform. Follows the changelog:
- Farseer Physics can now be disabled. Simply select main camera’s RageCamera component and disable the “Farseer Enabled” toggle. While disabled, the Farseer folder is moved to the project’s (Assets folder) parent.
- Added full Flash Deploy compatibility. Please notice that Farseer is not compatible with Flash deploy, make sure to disable it from your project before switching to Flash deploy mode.
- Fixed point snapping feature
- Fixed null reference when no Main Camera was defined in the scene
- Added “Styling Options” section and the “Copy From” functionality. Simply add a RageSpline to the “From” field and click “Copy” to copy all styling and texture placement parameters at once. Hint: Try using it with a reference “stencil” textured shape
- Fixed null reference issue with one-point splines.
- Added “Pin UVs” parameter, enables you to pin the current UVs then freely distort some applied texture. Currently accessible only through Debug mode.
If you’ve ever wanted to add illumination and shadow casting effects to your RageSplines, check out RageShadow from Fluffy Underware. We haven’t given it a whirl yet but it’s looking really cool:
The new RageSpline 1.5.5 was just sent to the Asset Store. RageSuite users already have access to it in our private FTP. Among many improvements and fixes, this release should finally resolve the Asset Store issue with Unity 3.5. Thanks to Caitlyn and the rest of her team for the help. Changelog:
- Fixed issue with Farseer Unity folders not properly importing from Asset Store and causing errors with Unity 3.5.x
- Added “Local AntiAlias” toggle, Antialias width is now set in world coordinates by default. Enable “Local AntiAlias” to replicate the original behavior where the real antialiasing width (when refreshing the mesh) depends on the game object scale.
- To properly approximate the original curvature, smart Add/Remove Points now automatically turn the adjacent points into corner-type (same as setting them with the “N” shortcut)
- Fixed problem with children box collider settings getting lost after playing the scene
- Added ‘Physics Set Trigger’ toggle to the physics options, forces enabling ‘is Trigger’ on all generated box colliders automatically
- Optimize now properly preserves the control points, making its result consistent with custom dynamic curve generation routines
- Multiple selected points are now shown in orange, last selected point still yellow
- Added Textured Alpha Transparent shader
- Show spline gizmos, show other gizmos and show wireframe are now global (scene-wide) settings
- New “visible” property now enables/disables the RageSpline-attached MeshRenderer
- Fixed issue with no-fill, open RageSplines setting the density to zero
- Fixed issue with editor refresh of prefab-linked RageSplines
- Fixed outline and antialiasing z-offset affecting non-3D RageSplines
If you still haven’t updated to Unity 4, we’ve sent a RageSpline 1.5 updated version with the compatibility fix for Unity 3.5 to the Unity Asset Store. Unfortunately some bug occurred in their system: it’s showing the version number (188.8.131.52) as updated but in fact it is still the 184.108.40.206 package. As the situation got unresolved after two weeks, we’ve created a small patch that fixes the problem. Simply unpack it in your project folder right after importing RageSpline from the Asset Store (and getting the bug). Copy over / copy and replace all files and re-start Unity. Some assets will be re-imported and the project will be updated and ready to use. Link
RageSpline 1.5 beta e-mails have just been sent! If you think you should be in it and have some relevant project that you want to test its compatibility with, we want you: please send an e-mail to contact [at] freakow.com with your project link or screenshot.
RageSpline 1.5 change log:
- New ‘Vertex Density’ field, defines how many times each curve segment is divided and properly updates the Vertex Count field
- Smart Remove Point: Now when you remove one or more points (backspace) RageSpline tries its best to keep the original curvature. Currently doesn’t change the neighbor tangents angle thus works best for redundant points. Shift+Backspace triggers the old remove point functionality.
- Smart Add point: Now when you add a point (double click) RageSpline keeps the original curvature. Currently doesn’t change the neighbor points tangents ‘smooth’ state so you might want to change it prior to adding a point.
- RageCamera component included, it’s automatically added by any RageSpline in the scene and provides scene-wide functionality and attributes for RageSpline
- New “3D mode” option allows for proper perspective camera shape z-ordering. There are a number of steps to make it work, yet enabling “3D mode” sets it all up automatically for the current RageSpline
- Added Context menu options to refresh all RageSplines in scene or automatically convert them to 3D or regular 2D mode. All old scenes’ RageSplines need to be updated for 3D mode to work
- New inspector icon added to RageSpline and RageCamera components
- Added: Refresh button, very handy in some scenarios like changing non-exposed variables in debug mode or remotely changing variables with some script
- Added: Auto-Refresh plus Delay and Random Delay options. Delay is the time interval in seconds between each refresh, random delay is added on top of it (from zero to its value) to improve performance of multiple shapes auto-refreshing. Ideal for tweening engines like HOTween and iTween, allows you to tween RageSpline shape colors and transparency among other attributes.
- Added: “H” shortcut now toggles the ‘Show Handles’ setting
- RageSpline editor Physics revamped, now fully integrated with the (included) Farseer physics
- Added LockPhysicsColliderCount boolean property to lock the physics split count to the vertex count (Thanks Jeff Weber for the suggestion). Not exposed in the editor, access it through the Debug mode – also available with multi-selection. Requires Editor Refresh afterwards.