Circular progress bar in Unity 3D - UnityScript - unity3d

I want to make a circular progress-bar for my video game in UnityScript. How can I achieve that by using a 3d model/texture for it? I haven't written any code yet and this is just a question on how to do something like this in plain UnityScript.

You can use an alpha gradient texture that is then used as a cutoff for your progress bar image.
Note that you'll need to use shaders for this to work and set the _cutoff variable for this by hand.
Another approach would be to use the NGUI plugin and use an UISprite with radial fill, that's gonna do the same thing but without the need to modify the shader params by hand. On the down side the NGUI plugin is not free.

Related

Custom skybox shader for tiled skybox

I am new to writing shaders. I want to use a texture for 6-sided skybox in unity and I want that texture to be repeated several times also called tiling.
But the default 6-sided skybox shader in unity doesn't have tiling option. Can anyone write a custom shader for 6-sided skybox in unity which has option to tile textures? I also want an option to apply a color tint on the texture if possible. Thanks in advance.
Tiling can be achieved by multiplying texcoord by the number of tiles you want. Or in Surface shader it's uv_YourTex (likely MainTex) instead of texcoord. Writing from a phone so can't post an example, but it's really just one multiplication.
I don't know your specific scenario, but I needed to get more detailed sky with not very detailed texture and instead of UV I used view direction to sample a texture. It made it look like clouds in the distance are further away + clouds can move as you move . It's in this asset.
View direction sampling will not help if you are trying to make space though, which seams to be the case.
Also IMHO tiling on the skybox might be too visible.

Unity3D, Glass Shader, prevent rifts

I'm new to Unity and 3D and currently working on a 3D model of a smartphone. I have a Mesh that uses Standard shader with glass material. This mesh covers all of the surface, and is able to fill in any rifts that exist on the model.
My glass material looks like this:
The properties:
The model:
The problem is that this shader is black, it's covering other elements of the model, like camera, if I remove it, the model will look like this:
which is ok, but you may see that there are little gaps near to the camera, the rifts:
I have no idea how to fill this gaps and use glass shader in the same time.
Also, I cannot use Standard shader, because it doesn't work on mobile devices.
I tried to apply any other Glass Shaders with lower LOD, which seem to work, but the gaps still remain.
Any help is highly appreciated.
Okay, so I played around with the Standard Shader and the main problem you have is that it has no transparency at all. You won't be able to look through it if it has no alpha.
What I did to get results that seemed "okay" is:
I set the rendering mode to Transparent
I set the color to #0024050C
I set the Metallic to 0
I set the Smoothness to 0.9
I kept everything else on default
There may be a comparable version for the Standard (Specular) setup:
Same values as above
Specular to #181818FF
Source to Specular Alpha
And as far as I know, the Standard Shader should work on mobile with some features disabled.

Properly "stamp" an image on a GameObject in Unity?

How do I properly "attach" an image on a GameObject?
Without knowing what you want the image for, there are different ways to have an object render as an image.
Assuming you're trying to make a 2D game, it sounds like what you are looking for is the Sprite Renderer.
The GUI texture you tried to use is deprecated and was part of an old system for menus and UI elements. If a UI is what you're after, take look at UI Image.

Creating cleaning effect in unity3d

I'm trying to build some simple game(learning) where you will have to clean objects.
That means for example you have a monitor with dust on it so you can't see the image. You then uses mouse or finger to move arround monitor to make image visible.
So what I've got so far is 2 images first being the monitor image and second being the dust before it. I've managed to realize when user swipped all image down. But what would I like to do is when user tap the screen somewhere only in that radius r the front image disappears.
I'm guessing I should be using layer mask, but I have no idea how to do it.
I basicly managed to write my own shader that only shows layer with correct image but no idea how to do that you can accualy get some cool effect from it.
Any ideas will be apriciated!
I would use render texture for this. It allows you to use image files as a brush. And it's quite fast. The idea is to use render texture as a mask. You start with black texture. Whenever player touches the screen you render your brush image to this texture. But this feature (render textures) is available only in Unity Pro.
You can still use texture as a mask if you don't want to buy Unity Pro. But this will be definitely slower than render textures. How much slower I don't know. The options are:
Create ordinary texture (Texture2D) and use SetPixel or SetPixels to update mask when player touches the screen. If you want to go this way, I would recommend to use much smaller texture than the screen size (4x, 8x depends on the quality you want to get). Otherwise it will be damn slow.
Create ordinary texture (Texture2D) and use ReadPixels. This works pretty much the same way as render textures but it's slower. This technique is explained here.
Using render texture (requires Unity Pro)
Ok. I've made an example: https://drive.google.com/folderview?id=0B60e_iFEZd1-RlB4LVN6NE84clU&usp=sharing
There are:
Image that player needs to clear from dust: Image.jpg
Image of dust that we draw on top of it: Dust.png
Image that we use as an erasing brush: Brush.png
Our render texture that we use as mask for dust: Mask.renderTexture
Shader that we use to update the mask: MaskConstruction.shader
Shader that we use to render dust (it combines Dust.png and render texture): Masked.shader
Script that brings everything to life: MaskCamera.cs
Main scene: Main.unity
I think this might be helpful. The Main objective of this Code sample is to create a dust/fog removing effect using Unity. Using, Texture Masking shader, Mask Construction Shader, Render Texture, Camera Masking Script and masking camera, you can create your own effect. Read on to know how and download the source code. It’s free!!
http://studio.openxcell.com/remove-dustfog-object-unity-swipe.html

How to draw images on Terrain in unity

I am working on game in unity in which i need some images to be placed on terrain as in the attached image yellow arrows and "P in blue circle" are rendered on surface in unity.
Any idea or method will be appreciated.
There's no built-in support for decals in Unity. You could just create separate gameObjects with transparent texture and place them above the terrain here, or use one of several packages for decals in Unity Asset Store, like this one. (I have only briefly tried it and can't say anything about it's quality).
I know it's an old topic - but for those who are still not satisfied:
I would recommend using Easy Decal.
It's a very powerful decal projector. It's easy to use and you can stick decals also on uneven surfaces like bumpy terrains.
You could try putting a plane with the texture aligned with the surface normal slightly above the surface. Or you could try an extension that does decals for you. This is what i found:
Decal System for Unity3D
As previously mentioned Easy decal is a good choice. It's easy to use, has extensive fuctionalities and you'll get a lot for your money. But if you need skinned decals there's no way around Decal System Pro by Edelweiss interactive. It's more expensive, but beside the skinned mesh support it also supports texture atlases which saves you draw calls.