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  1. Multi loft controller

    Mega shapes is great for building up a race track, but in order to achieve good performance with reasonable quality you need to subdivide the track into sections so the whole track mesh is not drawn always.

    You can do this by exporting the geometry and breaking it down in a 3D modelling software and then reimport to unity. This approach works but its less than ideal.

    My suggestion is to create a multi loft controller that creates n lofts and lets you control them as if they are 1. So when you change cross params and such they get…

    4 votes

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  2. Cache components

    None of the MegaShape components cache references to Unity components like Transform. This is very bad for mobile performance, specially since some of the more expensive functions ins the API call the built in non cached Transform property (.transform).

    This is a very easy fix that yields a great performance increase for mobile users.

    3 votes

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    1 comment  ·  Admin →
  3. implement multiselection of knots.

    Would be great if we could select multiple knots and move them together.

    3 votes

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  4. Support Mega attach script for Path Deform

    Mega attach works on "World Path Deform" but not the "Path Deform". It would be great if you could solve this issue.

    2 votes

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  5. Mega Shape Follow local offset

    Put an option on the Shape Follow component to translate locally based on the orientation along the spline.

    2 votes

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    1 comment  ·  Admin →
  6. Fix the Mega Walk Loft Smooth while using megafiers & megashapes

    The mega walk loft smooth doesnt work when I´m using a project with megafiers and megashapes together.
    Steps to recreate:
    1. Import megafiers, then import megashapes.
    2. Create a circle spline and a rectangular spline.
    3. Create a multimat complex loft, and use the circle as path and the rect as a profile curves.
    4. Create a sphere and add a mega walk loft smooth.
    When I add my loft as the surface, and picking the right layer, i get an error:

    NullReferenceException: Object reference not set to an instance of an object
    MegaLoftLayerSimple.GetCross (.MegaShapeLoft loft, Single ca) (at Assets/Mega-Fiers/Scripts/MegaFiers/MegaShape/MegaShapePro/MegaLoftLayerSimple.cs:371)…

    2 votes

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  7. 2 votes

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  8. MegaShape Flatten axis

    It would be useful if MegaShape Line flatten had a selectable plane, even if it was just X,Y,Z. Currently it always flattens to Y=0.

    1 vote

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    0 comments  ·  Admin →
  9. Expose handle positions for MegaShape Line in Inspector under Spline Data -> Knots

    Expose handle positions for MegaShape Line in Inspector under Spline Data -> Knots

    1 vote

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    0 comments  ·  Admin →
  10. Need MorphExporters

    Hi,I've received your mail!
    Here is my invoice number :

    2M132054R4319452J
    in 2017/6/1

    My 3dsMax is 2017 and unity is 5.6.0f3
    Thank you!

    1 vote

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    0 comments  ·  Admin →
  11. need MorphExporters

    I am new in 3dsMax and Unity,I've purchase MegaFiers plugin in 5/31,2017.
    I need to export the .mor file to unity,can you send me the MorphExporters?My 3dsMax version is 2017 and unity is 5.6.0f3.
    Thank you!

    1 vote

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    1 comment  ·  Admin →
  12. Failed import in unity 5.6.0f3

    I got an error when my "first time" import the package megafiersv3.34.

    Here's the error message:

    error CS1704: An assembly with the same name AssetStoreTools' has already been imported. Consider removing one of the references or sign the assembly
    Assets/AssetStoreTools/Editor/AssetStoreTools 1.dll (Location of the symbol related to previous error)
    Assets/AssetStoreTools/Editor/AssetStoreTools.dll (Location of the symbol related to previous error)
    error CS1704: An assembly with the same name
    AssetStoreToolsExtra' has already been imported. Consider removing one of the references or sign the assembly
    Assets/AssetStoreTools/Editor/AssetStoreToolsExtra 1.dll (Location of the symbol related to previous error)
    Assets/AssetStoreTools/Editor/AssetStoreToolsExtra.dll (Location of the symbol related to previous error)

    1 vote

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    0 comments  ·  Admin →
  13. Make non-selected Gizmo Handles translucent or disappear.

    On both Megashapes' bezier curves and Megashapes' FFD gizmos, having only the selected control point display its transform gizmo would improve UI clarity. Currently all control points display their transform gizmo, appear at full size and brightness, even if there are several.

    1 vote

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    1 comment  ·  Admin →
  14. Please fix Mega Cache Issues with .mgc files in iOS builds for xCode.

    I’ve tried putting the .mgc file in the Data folder, after the build, and xCode seems to almost work.

    Should I put .mgc files directly in that Data folder, or maybe within some of the other folders within “Data?”

    For example, there are the “Managed” & “Resources” folders, which in turn, have other folders within them.

    Also, should I import the original .obj meshes into my Unity project, or does it matter now, since I’m using the .mgc cache?

    xCode is prompting me with something like "..not supported on IL2CCP..." but I've tried the build with Mono2x scripting backend, and…

    1 vote

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    0 comments  ·  Admin →
  15. Performance of Attractor Scene on Nintendo 3DS(Low) Hardware

    Hi, im developing for Nintendo 3DS with Unity based off 5.2.4. The Platform is 804 MHz ARM11 MPCore quad-core. Unfortunately its runs sub 10fps on my hardware.

    Im new to using Unity but what are some simple changes I can make to the Attractor Demo Scene(with the waves) to make it run a bit faster. Ive reduced to textures and cant seem to delete Circle Shape 1 object to only have 1 wave without breaking the script.

    1 vote

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    1 comment  ·  Admin →
  16. The position of partice change in unity 5.3.3f1 with megacache

    invoice number OR302640989

    i think ur tutorial in youtube make me dizzy its just only little preview theres.

    I work with 3ds max 2015, where I made a 250 frame animation with four particle first, third particle appears earlier in the first frame, and the particle into four appeared in 135 frames.

    the question is whether megacache can export 4 particle simultaneously in max? and in unity to four particle appears in the frame to 135 as well.
    in unity I add to 4 particle with the object of each game is different.

    or should I use different plugins?

    1 vote

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    0 comments  ·  Admin →
  17. Triggering mega-shape animation keyframes in animator

    The whole loop, clamp, and ping-pong system isn't ideal for specifying small animation sequences.

    I have a 2 frame export of a spline, and I need the spline to remain at it's default stance (spline's default frame 1) until Frame 870 in the animator, and then switch to the 2nd stance (spline frame 2)

    1 vote

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    0 comments  ·  Admin →
  18. add MegaMorph control to the Playmaker actions

    Was really astaonished to not find a Playmaker action to control the megamorph components sliders.

    1 vote

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    1 comment  ·  Admin →
  19. Optimize Megashapes mesh when shape smoothness is set to 0

    It would be very handy to create low poly collision meshes if the shape's step distance was set to be the exact length of the spline section when smoothness is set to 0. If you turn on 'make mesh', the sides of the mesh should correspond to the splines (chord?) length.

    1 vote

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    0 comments  ·  Admin →
  20. Add a selection on Megabook Pages for Page Gloss style

    I tried to add gloss to my dynamic pages with a simple plane over the top of my dynamic pages, but get mixed results. Since page sheen would be something you would likely wan on all paged (if you were making a magazine or graphic novel) it would be cool to define the paper material as a transparent overlay. Im using a transparent glossy material in what I do, but just having mixed results.

    1 vote

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    If you are just using texture based pages then you can pick any material for the pages, in the test book we did we used a texture to define different areas of gloss for where the textures would be for example. If you need something more complex you can use a custom mesh for the pages complete with its own material. Or if you are using the mesh content system then you would just need to have an overlay plane with the glossy material. You may run into issues of poke through if you dont space that enough.

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