Recent posts inspired me to throw together a meatball editor using marching tetrahedrons. Try to make something nice ;P
One Response to “Meatball Editor in unity3d”
A few days ago I was thinking about generating clouds in unity3d, thinking it would be cool to make them as real meshes or a combination of mesh and sprites.
After seeing this, made by my friend and tutor Johannes Norneby. I decided to stick my head into the world of procedural graphics.
Ripping through ancient papers and good advice, here’s what I got so far, it takes about a second to generate this setup on my box.





Update – source
Continue reading Procedural Graphics, Generated meshes in unity3d →

Update
With some feedback and a good read from Texel in #unity3d@ freenode; I implemented a poisson disc filter to remove some of the artifacts;
here Is the before and after footage.

Update new shader program
Update added art made by Kuroto Robert
Here is the unity material with the shader program included(with poissonDisc),
Continue reading Refraction? Demo →
I will be using this version for a little while and post another version as soon as I accumulated enough problems and fixes;
Please post feedback and I’ll add it to my change list;
Download Alpha Trials v0.01
Alfa Trials v0.01
==== Copy files ====
the sprite editor classes goes into your unity editor folder
the sprite manager assembly goes anywhere but the editor folder
==== Example File Structure ====
unityProject/Assets/
SpriteManager.dll
unityProject/Assets/Editor/
spriteAnimationEditor.dll
SpriteAnimationInspector.cs
SpriteEditorWindow.cs
==== Some Things that you should be able to do ====
- Using the animation editor to store and load animations into a SpriteManager Object
- Set individual collum/row count for every animation
- Set individual default framerates for each animation
- Make a sprite auto update size according to pixel ratio and animation
- Set auto update pixel ratio on a sprite
- Queue Animations
- Pingpong animation playback
==== Sprite Manager Change Overview ====
- Added Class UVAnimationData, Sprite Manager now stores all animations in one place instead of inside each sprite
- Added Class UVAnimationPlayer, Every Sprite now has its own UVAnimationPlayer object that handles animation playback
- Made some minor internal changes to up performance.
==== Special Notes ====
Please post questions and feedback to http://johannes.gotlen.se
Good Luck!
I’ve been working on quite a few things since I last posted. The one thing that looks like it will be completely finished first is a sprite animation editor that works with Sprite Manager (1)
here is a snapshot of the interface.
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Update
After studying the “Sprite Manager 1″ code; I realized it had some needs of improvement and change to properly fit my needs; hence I’ll also be releasing a modified version of “Sprite Manager” ETA next couple of days
Update
Alfa Download; Now Available Here…
file: AStaticCollisionSphere.as
package engine.collisionSystem
{
import math.CVec2D;
public interface AStaticCollisionSphere
{
function get position() : CVec2D;
function set position( position : CVec2D ) : void;
function get radius() : Number;
function get collisionDamping() : Number;
}
}
file: ACollsionSphere.as
Continue reading Static sphere collision experiment →
Unity Navmesh is good