Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - wtg

Pages: [1]
1
Support / Creating tweens with HOTween Visual Editor
« on: May 30, 2013, 06:59:45 pm »
I'm wanted to know if anyone has any experience using HOTweens Visual Editor with 2D Tool Kit. I know people are using HOTweens code to create tweens, but I'm not a programmer so creating tweens with the Visual Editor is little more intuitive. My main question is how do I dynamically change the text of a 2D Tool Kit text mesh. I created the text mesh, added the HOTweenComponent, so the Visual Editor appears in the inspector. I created the tween the sets the text, and when I run it, I can see the text being changed in the inspector, but the text isn't being updated on screen. Am I missing something?

2
Support / Depth Bias for Depth Mask Shader
« on: May 06, 2013, 05:21:54 pm »
I was wondering if there's a way to set the Render Que or perhaps a Depth Bias on objects utilizing the Depth Mask shader. I want to assign the shader to an object and then tell that object/shader to only mask out other objects that sit within a certain range behind it. Right the Deth Mask clips everything behind it, unless I assign the non-clipped objects to another camera. Depth masking is a technique I utilized a lot with the OGRE engine and now that I'm in Unity, I want to apply the same technique. Previously in OGRE, I had control over what objects got masked out based on a Depth Bias. So if I had the shader applied to a masking object with a Depth Bias of 10, any other objects that sat within 10 units behind it would be clipped. Any other objects outside of the range was unaffected. I would prefer a Depth Bias solution rather than a multiple camera based solution. I have too many objects that require they're own depth masks, so having multiple cameras would get messy. Any help in this problem would be greatly appreciated.

Pages: [1]