Unity: Texture Overview 3.9 released

I’ve updated Texture Overview to version 3.9, which is available in the Unity Asset Store.

What’s new?

  • Unity 5.6.0b9 compatibility
  • Fixed negative size for compressed textures on 3DS platform using Unity 5.2
  • Added “Search in Sprite Packing Tag” option

Download Texture Overview 3.9 from the Unity Asset Store. Don’t miss to check out the documentation as well.

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Unity: Texture Overview 3.8 released

A few days ago, I’ve updated Texture Overview to version 3.8, which is available in the Unity Asset Store.

What’s new in Texture Overview 3.8?

  • Unity 5.5 compatibility
  • Unity 5.6.0b3 compatibility
  • Added platform buttons to the toolbar, to easily switch between different platform texture settings.
  • Added more columns to Texture Overview. Right-click a column header to select which ones to display.
  • Added “Issues” detection. If, for example, a texture cannot be compressed, because its size isn’t multiple of 4, Texture Overview is able to show you that.

I excluded the Tizen platform from Texture Overview 3.8 for now, because of this issue. This only applies if you use Unity 5.5 or newer. I’m going to add it back once Unity made the fix available and I tested it, that it actually works.

 

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Unity: Texture Overview 3.6 released

Texture Overview Plugin for UnityTexture Overview 3.6 is available in the Unity Asset Store now.

This update adds functionality to inspect textures referenced by an AssetBundle Manifest, which can be an useful tool to optimize for texture file size of specific asset bundles. I also finally found a way find texture references of inactive GameObjects when using the “Scene mode”.

Below you can find the changelog and a description of the new AssetBundle Manifest mode. Don’t miss to take a look at the updated documentation as well. Links can be found at the bottom of this post.

Changelog

  • Scene mode also finds textures referenced by inactive GameObjects now.
  • Added AssetBundle Manifest mode. It allows you to display referenced textures in an asset bundle manifest file inside Texture Overview.
  • Better error message when Texture Overview for Unity 4 is used in a project that was upgraded to Unity 5.
  • Verified that Texture Overview works with Unity 5.3 RC2

AssetBundle Manifest mode

You can find this new mode under the popup in the toolbar as shown below.Texture Overview - Inspect AssetBundle Manifest files

This mode displays textures that are referenced by an asset bundle manifest file. Unitys BuildPipeline outputs a manifest file for each asset bundle it generates. Such manifest file contains which assets have been explicitly added to an asset bundle. Asset dependencies are not resolved.

Please note that Texture Overview does not load the actual asset bundle. It uses the .manifest file to detect which assets are stored in a bundle. It reads and displays settings of those textures that are located in your project, not the ones stored in that asset bundle.

The list at the left side displays all .manifest files that have been found in the directory that you selected using the “Open…” button. If a file with either no or .unity3d file extension is located next to the .manifest file (which is usually the actual asset bundle), its size is display in the list next to the name.

Texture Overview
https://www.assetstore.unity3d.com/en/#!/content/16937

Texture Overview Pro
https://www.assetstore.unity3d.com/en/#!/content/10832

Texture Overview Documentation
http://www.console-dev.de/bin/TextureOverview.pdf

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Unity: Rotate Tool axis display

UnityUsing the Rotate Tool in Unity hides the axis arrows which display the object orientation. I find this a bit hard to follow, so I wrote me a little editor extension to fix it.

It’s the little arrows in the center of the cube in the image below. As you rotate the object, the axis rotates too, as you would expect. I find this much easier to understand.

unity_editor_rotate_tool_axis


Download
http://www.console-dev.de/bin/Unity5_Example_RotationGizmo.zip

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Unity: Screen transition shader example

UnityA few days ago, I was providing help in the Unity forum, where someone ask how to do a specific screen transition effect. So, I put together an image effect example that uses a texture to describe the transition of a certain pixel.

I think it’s a common and pretty generic approach to this problem and one of the things I like most is that it’s totally content driven. The screen transition is basically encoded in a mask (gray-scale texture, black pixels blends in first, white last), which allows to change the transition by just authoring the texture in a different way. Since the transition is encoded in just one texture channel (alpha) in the example, it cuts down to just 256 individual steps for the transition, but it’s often enough to yield decent results. If you need more, there would be still the option to use more than only¬† the alpha channel though.

In case you’re interested in the example (Unity 5), you can find the download link at the bottom of this post. Please note that it’s an example and might not be ready or the best fit for your game. I believe image effects are a bit heavy on mobile.

Download
http://www.console-dev.de/bin/Unity5_Example_ScreenTransitionEffect.zip

Forum Answer
http://forum.unity3d.com/threads/circular-fade-in-out-shader.344816/#post-2232580

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Unity: Texture Overview 3.5 released

Texture Overview 3.5 is available in the Unity Asset Store now.

Changelog

  • Fixed memory calculation for DXT1_Crunched and DXT5_Crunched compressed texture formats (Unity 5.1 beta).
  • Fixed the following warning that occurred when Texture Overview started “Could not find method ‘UnityEditor.BuildPipeline.GetBuildTargetGroup(BuildTarget)'” (Unity 5.1 beta).

Texture Overview
https://www.assetstore.unity3d.com/en/#!/content/16937

Texture Overview Pro
https://www.assetstore.unity3d.com/en/#!/content/10832

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Unity: GrabPass distortion shader example updated

UnityA few months ago, I was providing help in the Unity forums where someone asked how to add animated distortions to his game. Since I’m a big fan of distortion effects, I couldn’t resist to create a simple shader example.

The example was created in Unity 4 at this time and I recently have been made aware it doesn’t work well in new and shiny Unity 5, so I updated it to support just that. I also extended the shader slightly, which now accepts an optional intensity mask that describes where distortions are applied.

Here is the initial video I recorded showing the effect in Unity 4. Keep in mind, it’s just an example and most likely not ready to be used in your upcoming triple-A mobile title ūüėČ

Download example project
http://www.console-dev.de/bin/UnityGrabPassDistortion.zip

Visit forum post
http://forum.unity3d.com/threads/horizontal-wave-distortion.295769/

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Unity: Texture Overview 3.3 released

Texture Overview Plugin for UnityTexture Overview 3.3 is available in the Unity Asset Store now.

This update adds a bunch of new features and also contains a few bug-fixes. Please see the change-log below for details.

Don’t miss to take a look at the updated documentation as well.

Changelog

  • Added detection/handling of .exr and .hdr assets.
  • Added “Tools > Advanced” option, see “Handle Rgb24 as Rgba32 for graphics memory calculus” documentation.
  • Added Graphics Memory column. Displays how many space the texture costs during runtime in graphics memory.
  • Added Main Memory column. Displays how many space the texture costs during runtime in main memory.
  • Added Graphics and Main Memory to “Memory Usage‚ÄĚ overlay.
    Fixed Runtime and Main Memory calculation for ARGB4444, RGB565 and RGBA4444 texture formats.
  • Fixed installation window sometimes displaying an error for a second, but then complete¬† installation successfully.
  • Fixed Memory Usage chart colors being all white when player settings were set to Colorspace=Linear.

Texture Overview
https://www.assetstore.unity3d.com/en/#!/content/16937

Texture Overview Pro
https://www.assetstore.unity3d.com/en/#!/content/10832

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