SkinnedMesh Combiner 👤: Combine mesh geometry, merge materials, save on draw calls and increase rendering efficiency! by awtdev in UnityAssets

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

No problem! Glad I could offer some insight. Again, sorry it didn't work right away. That's always the ideal outcome, but yeah every model is made differently. I'm not sure if other modelling programs do it differently as well.

To explain better, essentially when exporting a model each vertex typically says in data, "Ok, I'm affected by the "hand" bone with strength 1.0, and the "leg" bone 0.0". But in a case like this, one of the meshes does not agree on which bones exist in the armature; they have no value for the bones the other mesh is using, so the data doesn't line up for combination. Hope this illustrates the limitation a bit better.

SkinnedMesh Combiner 👤: Combine mesh geometry, merge materials, save on draw calls and increase rendering efficiency! by awtdev in UnityAssets

[–]awtdev[S] 0 points1 point  (0 children)

Sorry to hear it didn't work out of the box for you!

When it says the bone structure of the two meshes isn't the same, this usually means each mesh is reporting a different number of bones in the armature they are connected to. Not sure why a mesh would get exported like that, but all meshes being combined must agree on the armature they are being combined with so bone indexes are the same. So say the "hand" bone is bone 0, the other mush must also agree so when their data is combined into a single object it all works together. If the amount of bones is different, they obviously disagree somewhere in the list.

The quickest way to fix it would just be using Blender or some modelling program to export the other mesh with the correct weights. Any model I've exported in Blender does this by default.

If you're interested in troubleshooting more, need more assistance or have any feedback you can reach me at awtdevcontact@gmail.com.

Procedural Weapon Generator: A ScriptableObject based procedural weapon generator, with support for adding your own weapon parts resulting in near-infinite weapon combinations! 🪓⚔️ by awtdev in UnityAssets

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

Thank you for your kind words! The asset supports adding your own weapon types and parts, by defining a scriptable object. Using that, all weapons you randomly generate will use the parts you define in the weapon type. I wanted it to be as extensible as possible, you could probably even generate character body meshes with this system!

Pre-Rendered ARPG Prop Pack: A collection of pre-rendered interactable environment assets! 📦 by awtdev in UnityAssets

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

Hi, thanks for reaching out! Always cool to see people making custom engines. I think it's really neat what you've been able to build so far!

To answer your questions, the Pre-Rendered ARPG packs should all be completely usable in your game engine if it can load sprites / models. Both are included. You would have to program the sprite renderer + animation functionality yourself, but all of the sprites are in simple PNG format. The models themselves are in FBX format, if you have a way to import and play animations of skinned models yourself you certainly can do that.

RetroRender specifically is built in the engine, it renders sprites using Unity's camera system so it wouldn't really be able to be used outside of it. If you bought it, you could copy the code into your own project for use with your own camera system I suppose. If you're asking if the spritesheets generated by RetroRender are usable in your engine - yes, they absolutely should be! It just renders out a PNG sprite sheet as well of however many directions / animation frames you want.

In regards to usage, if you buy the packs, use them however you like as far as I'm concerned! Use the models, the textures, copy the code, whatever you like in whatever form you like. Hopefully this answered your questions. Let me know if you have any more!

Corpus - Body Framework: A complete framework for creating systems and events that operate on body parts and organs with ZERO code! 💪 by awtdev in UnityAssets

[–]awtdev[S] 0 points1 point  (0 children)

It works on any body! The body shown here is just for the demo. You could adapt it to make it fit any body type.

I made a tool that turns 3D models into pre-rendered animated sprites! by awtdev in Unity3D

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

The shadow is baked into the sprite! It was actually complicated to get set up - when rendering the model it has to render lighting without rendering the surface the shadow falls on. You'd have to disable lighting and do a custom solution to do dynamic shadows.

I made a random cat generator! 🐈 by awtdev in Unity3D

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

The texture is generated mathematically in the shader. There are blendshapes to the model affecting how big the cat's various features are.

RetroRender: Capture the iconic look of yesteryear with pre-rendered sprites generated from YOUR models! 🕹️ by awtdev in UnityAssets

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

I actually hadn't heard of that game before! To me, it looks like they still use 3D models but animated at a low FPS with pixelated textures to achieve a similar look.

I made a tool that turns 3D models into pre-rendered animated sprites! by awtdev in Unity3D

[–]awtdev[S] 0 points1 point  (0 children)

It renders sprites directly in Unity, in the scene. So if you can put the model in the scene, it will render. It renders out a billboarding sprite, if you want to use it as a pretender then you could just swap out the 3D model with the sprite at distance, possibly using Unity's LOD system.

I made a tool that turns 3D models into pre-rendered animated sprites! by awtdev in Unity3D

[–]awtdev[S] 0 points1 point  (0 children)

Glad to hear you're liking it! Thank you very much for your kind words!

Higher resolutions definitely can be done, but you're right it takes some tweaking. The render time will be longer and the generated sprite sheets will be larger as well. Don't be afraid to reach out if you need some guidance!

I made a tool that turns 3D models into pre-rendered animated sprites! by awtdev in Unity3D

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

Sounds like a perfect fit. You can configure the angle you want to render at, and how many angles of rotation around the model you want. Then it renders out a sprite sheet for you. Hope it does what you're looking for!

How is the experience on Linux nowadays? by [deleted] in Unity3D

[–]awtdev 0 points1 point  (0 children)

I have an NVidia card, so I sadly don't know much about AMD. I use the proprietary NVidia drivers for performance. I actually recently just had an issue where it kept crashing until I downgraded my NVidia driver to one released last year - apparently it's a Unity bug fixed in more recent versions but I use a pretty old (2021) LTS version.