For Unity 3.5 Unity 4 Download the version that's right for you This unity package will allow you to draw an objects bounding corners display some basic information related to the object. WEB DEMO 1 WEB DEMO 2 This has been compiled for Unity 4 PSA : Importing prefabs created in Unity 4 can / or have in the past broken Unity 3.5 projects. While this package does not contain any prefabs, It has not been tested in Unity 3.5. If you have problems after importing a Unity 4 package into prior versions of Unity simply navigate to your projects folder and delete the imported asset that is causing the problem. Change Log 1.0.0 : Release 1.0.1 : Added Set Limits 1.1.0 : Added Pixel perfect rendering. 1.1.1 : Fixed pixel crawling 1.1.2 : Fixed dynamic batching 1.1.3 : Added inspector Enable / Disable toggle 1.1.4 : Added basic information display (Follow the object) 1.1.5a : Added more information display modes (Fixed on screen) 1.1.6 : Fixed Display indicator line not turning off when setting display indicator to disabled. Fixed info display not turning off when behind player. 1.1.7 : Procedurally generates it's own meshes and no longer requires an external .FBX for Resource.Load TIPS 1. If you change the screen resolution during runtime then call FX_Bounds_Indicator.SetScale(); to adjust the bounds indicators to the new screen size. 2. The display style of the information display can be changed by editing the GUISkin located: ForceX Bounds Indicator\Resources\Display_Skin ---> edit Label settings. Internet Explorer 9 users. If you are having problems downloading files from the fourm please enable Compatibility View
@Schlumpfsack : I think the unity servers are having problems ATM i cant seam to download anything from the forums right now. Well the downloads will start but only go 8kbs, and then time out. Give it some time and see if things resolve them selves.
@ ForceX: Nice! I need to put some time aside for upgrading the radar and having a poke at the Bounds Indicator. Fingers crossed it will be soon
New version coming soon. This update will allow you to set a min max size the bounds are allowed to be drawn on the screen. This means when an object gets really close to the camera that its bounding indicators will no longer fill the entire screen and look funny, but instead be limited to a max draw size set by you. Look for this update this weekend.
Update 1.0.1 New Features: 1. Set Limits - This will allow you to set a min and max screen size that the bounds corners are allowed to be drawn on the screen. Tip : Because of the way the Bounds Indicators work, the system has a inherent min size that can be drawn. Set Limits will allow you to make this min size larger. Notice : You will want to take into consideration the aspect ratio of your screen when setting Min Max sizes. A future update will handle this automatically. Min Max WebDemo
@sjm tech : Good to see you again I just tested the download. It seams to work fine on my end. Even imported into unity ok. Give it another try and let me know.
Thanks .. me too .... i follow always with big interest your production... all are great jobs. Now the download works well...
Update 1.1.0 New Features: 1. Pixel perfect rendering. Updated Web Demos. Tip : If you change the screen resolution during runtime then call FX_Bounds_Indicator.SetScale(); to adjust the bounds indicators to the new screen size.
Update 1.1.1 Fixes: 1. Pixel perfect was not rendering perfect all the time. This has been updated. You should no longer see pixel crawl.
Update 1.1.2 New Features: 1. Reset Size. This is a inspector debug feature that will allow you to re adjust the bounds size to the screen if you are switching to and from a maximized game window. Fixes: 1. Restored dynamic batching. For some reason one of the corners was not batching. This was creating +1 draw call for every object using the bounds indicator. This has been fixed. You should now be able to use the script on as many objects as you like and only have 1 draw call for the entire scene.
Hi ForceX this indicator system is awesome....is there a easy method to active/disactive the indicator on runtime? I notice that if an target object becomes enabled the indicator is displayed...but if the target object returns disabled the indicator still remains visible.
@sjm tech : Done Update 1.1.3 New Feature: 1. Enabled toggle. You can enable or disable the bounds manually from the inspector by toggling the Enabled button or by calling FX_Bounds_Indicator.Enabled = true / false.
some nice features that could be added: - proximity range for targets detection ( and bounds indicator enabling) - a sounf fx when a new target become in range of detection - an optional indicator text( with some target infos...name...distance etc.) edit: could be interesting develop a dinamic text visualization that switches dynamically between the images below ... relatively to the indicator size (target distance).
1.1.4 1.1.5a Combined Update ----1.1.4 ---- New Features: 1. Added option for basic object information display. This method uses a GUI label which can be edited to display any other information required. This version the Display Info is basically attached to the object and will follow it around the screen. If the Display Info goes off screen before the object does then it will snap to the opposite side of the object. Tip 1. The display style of the information display can be changed by editing the GUISkin located: ForceX Bounds Indicator\Resources\Display_Skin ---> edit Label settings. ----1.1.5---- New Features 1. Added new Display options for the Information Display. These a fixed positions on the screen. With an option to draw an Indicator line to the object. Updated Web Demo 1 to show the Information Display modes
@I am da bawss : Your welcome! Update 1.1.6 Fixes: 1. Fixed the display indicator line renderer not turning off when setting display indicator to disabled. 2. Fixed the information display from not rendering correctly when the object is behind the player while display tracking is enabled. This will now auto disable.
Wow, fantastic! one note... would be perfect have the indicator also in the tracking system (the indicator could fill the display offset distance if enabled)
@TBOY298 : This .unitypackage has been created in unity 4. However since there are no prefabs it should be safe to open in a untiy 3.5 environment. This weekend i will be updating the package so that no external content is required for Resource.Load and this will insure backwards compatibility with 3.5. Edit: Uploaded Unity 3.5 compatible build. v1.1.7
Update 1.1.7 Unity 3.5 Unity 4 Changes: 1. Script will now procedurally generate it's own meshes removing the need to Resource.Load external FBX files. Edit: Uploaded Unity 3.5 compatible build.
@I am da bawss : Can you try again and let me know. I was able to download both files onto my pc and laptop. I know (for me at least) the unity forums get very slow after 10pm central to some time in the early morning. I think they might perform server maintenance during this window. Which has (for me) affected browsing the fourm, to the point of pages not even loading. If you still have problems let me know and i can PM it directly to you.
OK here is what i discovered. Internet explorer only tries to download a 1 pixel gif.. Google chrome downloads the files just fine. If you are using IE try another browser i have no idea what is going on with that.
I found the answer. If you are using IE9 and are getting the 1 pixel gif file, simply enable Compatibility View. This will fix your problem.
What should be the name of the layer according to the indicators? I am using the Unity 4 version. I've found this topic via my old favorite links inside a Text-document on my harddrive. Please y'help?
You don't need to have any specific name. Simply create a layer or use any existing layer and set that layer on the script in the inspector on the "HUD Layer" drop down selection menu.
Okay, I'll try it. I was confused by the prefab I made when it said it's layer is set to "Unnamed 9".
Yah, you would get that if you assigned a prefab a layer other than one of unity's default layers aka layer 9, then imported that prefab into a new project; because layer 9 has not been assigned it will appear as Unnamed and the layer number until it has been named.