Runtime Curve Editor
rus artur pfa
$5.00
$35.00
86%OFF
Date |
Price |
---|---|
Date |
Price($) |
03/18(2018) |
35.0 |
12/16(2020) |
21.0 |
01/08(2021) |
35.0 |
09/20(2024) |
5.0 |
11/10(2024) |
5.0 |
Jump AssetStore
Visually edit curves at runtime(in game).With this package you can visually edit curvesat runtime, like in the Unity's built-in curveeditors (for Animation Curve or ParticleSystem).The behavior and user possible options are almost identical to those from the Unity's curve editor.The equation by which a curve is plotted, is 100% equivalent with that from the Unity Engine.Watch please the demo video.The package is made of C# scripts, doesn't need Unity Pro, doesn't require other assets,doesn't use any library, all the code is available, and it was tested on PC, Mac, WebGL,iOS and Android.Check please the WebGL build link.All the lines and curves are put into meshes and rendered with Graphics.RenderMesh on a specially created layer RuntimeCurveEditor(at slot 31), which is harcoded in constant MESH_LAYER in CurveWindow.cs.The texts, panels, inputs, buttons are created with the Unity.UI, and are rendered on the same layer RuntimeCurveEditor(instead of the default UI layer).The Runtime Curve Editor is rendered with an orthogonal camera (which is attached to it, and can have a transparent background).If this editor(very likely) is going to be added into a scene (with a main camera), then the culling mask of that main camera has to be set accordingly, by disabling the RuntimeCurveEditor layer (to avoid the additional rendering of this curve editor).If you import this package to replace an older version of Runtime Curve Editor, then manually clear the PlayerPrefs in Unity Editor ('Edit' -> 'Clear All PlayerPrefs') or programatically call (just once) PlayerPrefs.DeleteAll(). This because the configuration data to be saved, has a different structure in the new version.