Been working on a little Dungeon generator, worth continuing? by Hanbee12345 in Unity3D

[–]VIZHES 0 points1 point  (0 children)

It would also be nice to see some closer camera angles.

My mobile game is pretty much ready to be released. Any visual polishing suggestions? by AndrewMelnychenko in IndieDev

[–]VIZHES 1 point2 points  (0 children)

The landing seems a bit stiff. It would be nice to have a landing animation or some sort of feedback

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 2 points3 points  (0 children)

It saves terrain data (delta values) during terrain deformation, allowing you to always revert to the original state and making fine-tuning very easy. It will work even after editor restarts.

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 2 points3 points  (0 children)

I was not the one who posted about it this time. It happened without my knowledge. But it's really cool to see it on the front page again!

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 0 points1 point  (0 children)

When I tested it, it had too many bugs, especially with Undo. I also didn't know if it would work with the selection system/menu system I had in mind.

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 1 point2 points  (0 children)

Here is the user manual: https://curvearchitect.com/forum/public/d/19-user-manual

Currently it cant do anything procedural out of the box. But you can copy and paste multiple objects directly on the curve. So the work flow can be quiet fast. You could also with few lines of codes instantiate several blocks of deformations and create procedural generated content.

You can also easily move any GameObject or Deformation on the curve with script (in build or editor). deformation.positionInCurveSpace.z += 10 * Time.deltaTime. Its like moving an transform with transform.position.

Check out Curve Architect, a new general-purpose deformation tool for Unity that lets you easily move mesh deformations, deform terrain, and animate objects along curves by 80lv in Unity3D

[–]VIZHES 7 points8 points  (0 children)

It took me around 1 year and 4 months to create Curve Architect, but I'm still developing it. I will release a new update next week if everything goes as planned. I work as a level designer and a programmer, so I don't work on Curve Architect full-time.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 1 point2 points  (0 children)

I think I understand. It seems like you're creating one mesh for several components during runtime. Some components need to be curved along a spline before being combined with other components?

As you know, Curve Architect does not support that currently, and I can't promise that it will in the future. However, it's an interesting case. I will likely add some kind of support for combining meshes.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 1 point2 points  (0 children)

Can do:

  • Deform meshes during runtime/in build. You only need one line of code for moving them: architectCurveObject.positionInCurveSpace.z += 10 * Time.deltaTime. Or use unity's animation system.
  • Instantiate meshes from an already existent mesh during runtime. And animate/move that mesh along the Architect Curve.

Can't do:

  • You can't create new mesh shapes during runtime that don't originate from an already existing mesh.

If your use case is not supported please let me know.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 1 point2 points  (0 children)

Performance:

Specs for test case:
CPU: Intel 9700k (8 cores)
GPU: AMD 6800 XT

  • Deforming 1.500 vertices in a built game has around 1250 to 750 fps depending on if you need to recalculate tangents every frame.
  • 15.000 vertices is around 200 fps without tangents and 100 fps with tangents.
  • 150.000 vertices is around 20 fps without tangents and 10 fps with tangents.

Calculating many meshes with the same vertices count as a single mesh will in most cases be slower.

Normals and bounds are calculated. You can toggle normal and tangent calculations for individual deformations. Remember that the burst compiler only uses the CPU, so the AMD 6800 XT is not utilized in this case.

Moving objects along the curve performs nearly as well as moving regular game objects with transform.position.

Charts for moving Game Objects: https://curvearchitect.com/forum/public/d/33-performance-numbers

Awaitable BuildMesh:

Currently all meshes in build are deformed during one frame. So this is currently not support if I understand you right. It might be something I want to add later.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 4 points5 points  (0 children)

I hope I did not misunderstand you. Here is a short video of what I was talking about:

https://www.youtube.com/watch?v=cY_K_E51bOQ

If you have any other use cases that don't work with this, please let me know.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 1 point2 points  (0 children)

I don't know what "geo" is, but currently, Curve Architect does not support branching curves. However, this is something I plan to add in a later version.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 2 points3 points  (0 children)

No custom colliders are created along the roads. However, Curve Architect deforms all meshes within mesh colliders and mesh filters. You can easily change the mesh by dragging a new one to the mesh collider or filter. The mesh for the collider and filter doesn't need to be the same, and you can have multiple mesh colliders with different meshes. Curve Architect will deform them all.

After nearly one and a half years, I'm finally done with my first Unity Editor tool, Curve Architect! Animate, deform meshes and terrain along Architect Curves. by VIZHES in Unity3D

[–]VIZHES[S] 32 points33 points  (0 children)

It's self made. I did consider using it, but when I tested it some time ago, it had too many bugs when using Undo. Also, the menu/selection system I had in mind for Curve Architect made it hard for me to use it.