MegaFiers – 2

  Asset, Unity3D

 

Creator : Chris West

Version : – – Version: 1.25 – – Dec 20, 2021 – –

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Description :

Version 1.25

Fixed a bug in the Conform Modifier if use Local Down set to false.

Added a very simple example scene for using the Scroll system.

Version 1.24

Fixed an issue when a MegaSprite object was saved to a prefab and its texture would be missing when added back to a scene.

Fixed an issue when there were multiple MegaSprite prefabs added to a scene that textures would change.

Version 1.23

MegaFiers 2 made compatible with Unity 2021.1

Removed obsolete warning in Unity 2021.1

Changes made to BlendShape Workshop system so mesh now correctly marked as dirty when creating/deleting blendshapes from modifiers so Blendshapes will be saved correctly.

MegaFiers compatible with Burst 1.5.4

MegaFiers compatible with Jobs 0.8.0

Removed various Packages that somehow got included as dependencies.

Version 1.22

Added a Mesh Combiner system which can combine multiple mesh objects with multiple materials, just select the parent object and go to the MegaFiers menu and select Combine for a new object to created with all the meshes combined.

Version 1.21

Fixed an issue which could cause an error if building the demo scene to a player.

Version 1.20

Changes to the Sprite deforming system to preserve the layer sorting info so the deforming sprite mesh renders correctly with respect to other sprites.

Version 1.19

Fix to the Attach system when attaching to a Skinned mesh, works correctly now.

Version 1.18

MegaFiers now works correctly with meshes that require 32bit triangle indices ie have over 65535 vertices.

Version 1.17

Updated the MegaWarpBind inspector so it will only show Warp objects when you change the warp value

Changed the AutoDisable system for Warps to take into account the moving, rotation and scaling of warp objects.

Added Warp Object to the Quick Edit section of the Warp Bind Modifier

Added Decay value to the Warp Bind quick edit section

Version 1.16

Added a MegaFFDMap utility component to allow you to easily made any GameObject to a FFD lattice point so you can create your own FFD Controller systems easily.

Version 1.15

Added FFDController example script to get softbody type effects using a FFD3x3x3 modifier.

Added FFDControlAxis example script to get softbody type effects using a FFD3x3x3 modifier, as an axis value to say which axis of the lattice the deformation happens on.

Version 1.14

Changed Unity Collections ReadOnly attribute to use full namespace to avoid conflicts with assets that have their own ReadOnly attribute.

Version 1.13

Added option to FFD modifiers to show either Index or XYZ values

Fixed an issue with FFD lattice handles sometimes causing an error

Version 1.12

Added GetPointWorld and SetPointWorld methods to the FFD modifiers so you can easily control the Lattice points from external scripts.

Version 1.11

Updated World Path Deform and Path Deform to be a bit faster as well as to stop the error if JobsDebugger was enabled

Version 1.10

Fixed a problem that stopped builds from compiling.

Version 1.09

Improvements to the Point Cache system

Point Cache performance has been increased due to new data layout and optimizing playback functions

Reduced memory used by Point Cache modifier with new data layout

Improved the Show Mapping options for Point Cache with addition of show every nth vertex for when dealing with high res meshes

Added option to Point Cache to manually set Offset, Rotation and Scaling or imported cache data making it easier to get Cache data with odd transformations mapping correctly

Point Cache will now only update if param such as time is changed

Point Cache data now stored in a Scriptable object

Point Cache Inspector much faster now data has been moved to a Scriptable Object

Point Cache will now auto disable if no changes are happening

Version 1.08

Point Cache system changed to stop Native Array errors, new version of Point Cache being worked on for future update.

Version 1.07

Fixed an un needed alloc in Path deforms if stretch or twist curves are not used

Fixed issue in MegaBakeMeshTest which would cause an error when building

Version 1.06

You can now bake the current deformed mesh to a simple prefab.

Fixed not being able to change Amp value in Waving modifier

Fixed not being able to change Size value in Rubber Modifier

MegaFiers menu has option to sub divide a mesh so you can increase the vertex count for an object before deforming it

Add a MegaBakeMeshTest script that will bake a deforming mesh to a new objects with the deformations baked into Blendshapes, showing how you could add 1000’s of variations of an object to a scene all GPU instanced (in pipelines that support instanced Skinned Meshes)

Version 1.05

Fixed an issue with FFD modifiers where the lattice handles were offset

Added option to move multiple handles on FFD modifiers

FFD Lattice now gets its colors from the Gizmo color values

Version 1.04

Fixed an error that could happen when displaying Wrap Debug gizmos

Added a warning to the Wrap system if trying to wrap a skinned mesh to a skinned mesh

Added option in the above case to convert the wrapping mesh to a non skinned mesh

Added option to disable max dist check on wrapping map check

Version 1.03

You can now add the deformations you create as BlendShapes to the object so allowing you to make complex deformations and save those out for much faster animation. You can add frames, remove them, add multiple BlendShapes etc

Version 1.02

Noise modifier optimized so only evaluate if Strength value is non zero

Fixed Shrink and Gap values changing not triggering an update to Wrapped mesh

Wrap now works correctly with Skinned Meshes

Fixed an issue with Wrap not working with Skinned meshes that had just blendshapes and no bones

Added system to Wrap to keep track of Blendshape weight changes so Wrap will only update when it needs to

Version 1.01

Fixed Issue in Group system for some modifiers if objects were different sizes

Fixed Exception if Attach systems Modify object is deleted.

Fixed Group system adding Particle system objects as meshes when using Add All Child Meshes button

Added Gantry Object to Asset

Added Can now Disable an Object in the group from being deformed.

Added Can now Toggle Group deformation

Fixed Issue with Gizmo size being wrong in a group.

Fixed Issue stopping Undos updating meshes on prefab objects

Fixed Modifiers not working on Text Mesh Pro UI objects until Text Changed

Fixed Wrong calculation in the Burst/Job AnimationCurve evaluator

Improved Auto Disable system

Fixed Out of range evaluations on Burst Animation curve

Added Option to use vertex Colors to control deformation amount

Added a Weight value so you blend between no deformation and full deformation

Added option to disable Jobs

Wrap system now has option to get bounds info from target mesh resulting in a nice speed up

Wrap system now has local space option which allows wrapped object to be moved relative to the target

Change Wrap so it you can now update a complex mesh with a complex stack of modifiers applied to a simpler version of the mesh

Wrap system can now auto disable if target mesh is not changing

Big speed up in the Wrapping setup code

Added Attach System for Wrap objects

Attach system streamlined making it easier to use

Option added to Modify Object to Automatically attach any children to the deforming mesh

Option added to the Wrap system to Automatically attach any children to the wrapped mesh

V1.0

First release