I downloaded and imported the unity post processing package version 3.0.3 from Window > Package Manager.
Then I added to the Camera the Post-processing Layer component but then when I select Layer there is no postprocessing in the list :
What I'm trying to archive is a drone grayscale black and white camera effect and later to make specific objects like enemies to be kind of light colors just like a uav effect view.
This is example image of what I want to archive as the effect in the camera:
https://docs.unity3d.com/Packages/com.unity.postprocessing#3.0/manual/Quick-start.html
You have to create a custom layer just like you use for any other thing. Rest is up to PostProcessingVolume. you assign this "postprocessing" layer to the game object where PostProcessingVolume component is attached to.
The layer your camera is on needs to be set on the post-processing layer component.
Related
I am currently using the NVIDIA FleX package in Unity3D to create soft-bodied, jelly objects. I'm using Unity for animation only, not game dev.
What I am aiming to make is a transparent, jello sphere that retains its spherical shape with elasticity.
The first way I've tried to achieve this is using Flex Array + fluid setting. I've been playing with the settings but I can't get it to remain a sphere, it just becomes a more/less viscous fluid blob.
The second way is using the Flex Soft + fluid setting. It is much better in terms of physics but even with "draw particles" off, but the water droplets are each separated and not one jelly sphere.
This is what it looks like before hitting play, where the left is with Flex Array and the right is Flex Soft. The particles for Array are visible but not for Soft.
This is after hitting play, where the Array becomes one viscous fluid, but not a sphere, and the Soft is very jello-like but the water droplets are all separated.
A solution for either of the two ways would be much appreciated!
the standard approach is to create an Nvidia Flex Controller first...
Then you should also create a Flex Soft Asset...
Then you should create or select a game object and through the Add Component tab in the game object's inspector, find the Flex Soft Actor component [see it loaded up in the image below]...
Ensure your Soft Actor Asset mentioned previously has your required mesh type selected in the inspector option [I chose sphere in the image here] and check to see it looks something like the image below to be sure...
So after that, hopefully, you can just press play and see it in action as it drops and contorts for you.
If not, I have created a quick example for you to download as a unitypackage.
It may still require further resolution with the package manager as the Flex plugin is already inside the package I'm providing here[Using Unity 2020.3.5f1]
Flex in unity package
Anyway, hope this gets you started and somewhere towards your goal with Flex.
As a bonus, I've added a small script to move the flex object as this is outside of the usual approach as we have to call to the NVidia Flex component class of choice and invoke the ApplyImpulse method.
Cheers :)
Edit: There are a small 3 set of tutorials from NV Gameworks on integrating the plugin with Unity and exampling some stuff - this "stuff" is included in my downloadable package provided above.
Here is the youtube link to the 3 set:
Nvidia Gameworks FleX tutorials on Youtube
Edit 2: rereading your question made me think I hadnt really given you the definitive answer as to using a cloth actor and having the mesh renderer deform via the flex cloth deform component.
I am providing another link to another unity package here that will show this in action also allowing you to see the game object and how the cloth component from NVIDIA Flex works with the standard mesh filter and mesh renderer. Hope this more accurately answers your question :)
Example also using Cloth Actors as well as Soft Actors in NVIDIA FleX
I am making a game in unity and I want to add motion blur visual effect. Which components are required to do that and is any scripting required? If yes, can anyone give an idea?
Also, I need to know how to toggle it through UI.
Go to your package manager in unity, add Post-Processing.
After that create a new post processing profile in the assets and add motionblur to that. Create a post processing volume in ur scene, set it to global and select the posyprocessing profile. Finally place a post processing layer on your camera and set the layermask to everything.
[Unity Post-Processing Documentation]https://docs.unity3d.com/560/Documentation/Manual/PostProcessing-Stack-SetUp.html
I'm newbie at unity animations and stuff and I want to create a game scene in which at run time I would be able to move a humanoid 3D model and save the movement as an animation (.anim) file.
I may move the parts of the model by mouse or by mapping scrolling bars to animation property values, somehow.
To do all this I decided to go for the animators (properties) of a model. Kindly look at the picture in the link below to know exactly what I am talking about. (Wasn't able to post image since I'm new to stack overflow too)
I searched the unity Scriptable API for this but wasn't able to find the documentation on how to use the above mentioned property directly in your scripts so that animation curves can be generated from them.
Is it possible to do this?
Is there a better way to record animations of humanoid models at runtime (in-game mode) or a better property for humanoid models to use?
Note: The whole animation process is to be handled through code.
I am building an app for the HoloLens gen 1 device using Unity 2018.3.13f and MRTK V2 RC1. I got a simple AR design with 2 text objects and 1 rawimage object. After building the project and deploying it to the HoloLens the AR objects ends up behind the spatial mesh (you know all those spatial triangles), but I want all the objects to be in front of the wall.
How do I accomplish this?
The canvas is set to be on the main camera
I have the original settings for the DefaultMixedRealityconfiguraitonProfile if there is something there that needs to be changed.
This is how it looks through the hololens with the app when it does not show the mesh of the wall (sorry for the bad quality)
and this is how it looks when it falls behind the mesh
Do I need to add some mesh renderer or something on the MainCamera to make this possible?
Any help is appreciated, thanks!
I don't believe that the MRTKv2 as of 2019/5/9 has code that will auto-ensure that a specific object is positioned in between the camera and other arbitrary meshes and colliders (i.e. the spatial awareness is one such mesh, though you could imagine just having an arbitrary box or plane in the scene that would occlude that object, in which case, maybe you'd want your "in between" object to stay in between both those two types of potentially occluding things).
There used to be a script in the HTK called Tagalong.cs that would do something like this by doing raycasts from the camera to collidable object:
https://github.com/microsoft/MixedRealityToolkit-Unity/blob/htk_release/Assets/HoloToolkit/Utilities/Scripts/Tagalong.cs
This single large script I think got broken up into smaller scripts (i.e. specific behaviors in the solvers here:)
https://github.com/microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.SDK/Features/Utilities/Solvers
However, from what I can tell, the specific interaction of "keep things automatically between the camera and whatever collidable object" wasn't preserved. Someone else can correct me here if I'm wrong, it looks like this wasn't a behavior that got preserved in V2.
Going forward, there are a couple of possibilities:
1) Probably file an issue on Github here (https://github.com/microsoft/MixedRealityToolkit-Unity/issues) to request this feature be ported over.
2) Use the code in Tagalong.cs to add your own solver that would accomplish this (i.e. the code looks to be all there, there's just some work needed to get done to reorder it to handle what you want)
If you use a sprite renderer, set order in layer (into 0 or -1).
If you use a mesh renderer, try to deactivate dynamic occluded.
Try to change the hierarchy of the sorting layers under Edit-> Project Settings -> Sorting Layers
I want to create an AR application using Kinect Fusion.
I want to insert a 3d model into my kinect fusion reconstruction. The expected output is like these two videos:
https://www.youtube.com/watch?v=gChlRebNloA
https://www.youtube.com/watch?v=MvP4cHfUD5g
How to overlay the 3D object onto the 3d reconstruction?
Is there function in the SDK that can be used to achieve my goal?
Thanks
ps: I use C#
You should probably start to explore the KinectFusionExplorer-WPF KinectFusion available on codeplex:
http://kinectforwindows.codeplex.com/SourceControl/latest#v1.x/ToolkitSamples1.8.0
KinectFusionExplorer-WPF has some nice utility methods for matrix transformations, (virtual) camera configuration, etc.
The process for doing the AR augmentation is:
viewport: set your viewport using the same resolution as the one for the camera image,
video background: retrieve the video image from the Kinect and displays it in the background (either as done in the SDK examples or using a textured quad with the video image as done more traditionally),
geometric registration: use WPF3D and set a Camera object using: the intrinsic parameters of the Kinect camera (or the same ones used by KF), the camera pose you get via GetCurrentWorldToVolumeTransform() from your volume,
rendering: set any local transformation you want for your model (xaml) and render (using the way it's generally done with WPF3D).