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Topics - Kronnect

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Support / [Hexasphere] How to get pentagon list
« on: May 10, 2020, 01:39:16 AM »
Use this code to find the pentagons in the hexasphere:

using HexasphereGrid;

List<Tile> pentagons = new List<Tile>();
foreach (Tile tile in hexa.tiles) {
    if (tile.vertices.Length == 5) {

Developer's Corner / Unity version poll
« on: May 07, 2020, 11:44:05 PM »
Hi there!
Unity is asking publishers to submit assets using Unity 2018.4 or later.
Our current Unity baseline is 2017.4 to ensure most of you can keep up with updates without requiring you to move to a newer Unity version.
So before we plan the upgrade for all the assets, we'd like to know which Unity version are you using.
Please reply as soon as possible as the response will help us decide.

Announcements & Showcase / Competition 2020
« on: May 06, 2020, 12:06:36 PM »

Announcing Voxel Play competition for 2020!

Until October 15th 2020 participate and win $$$. Prizes will be awarded in three categories: Best World, Best Interface and Best Mobs.

- Best World Award: awarded to the most beautiful, rich and awesome environment created using Voxel Play. Prize: $200.
- Best Interface Award: awarded to the best design and implementation of in-game UI including inventory, crafting and overall player interactions. Prize: $150.
- Best Mobs Award: awarded to the best set of animated NPCs, creatures and animated stuff. Prize: $150.

Frequent Asked Questions

Who can participate?
Anyone with a valid license of Voxel Play.

How can I participate?
- Reply to this thread with links to videos, screenshots or demo versions of your game or project using Voxel Play.
- Please do not attach images or files to this thread. Host the images or videos elsewhere and include the links.
- Include the name of your project, some generic information about it and as many links to material so we can appreciate the awesomeness of your project.
- There're no limits to the number of posts and you can send your progress at any time until the competition ends.

When does the competition start and end?
The competition starts now on May 6th 2020 and ends on October 15th 15pm CET. During this period we encourage you to post material and progress about your game.

Are there 3 categories?
Yes, 3 prizes will be awarded and they can be cumulative, meaning that the same project can be awarded with the 3 prizes if it's worth of it. So you can win up to $500.

When will be winners be announced?
The week after October 15h, we'll review carefully all the material submitted to date.
The results will be posted on this thread, communicated to the winners directly and also included in a special newsletter.

Are there any requirements to receive the prize?
You must be able to receive the money through PayPal.

Can I use a modified version of Voxel Play?
Yes. Assets or frameworks like Voxel Play are tools that you should adapt to your project needs.

I have a question about the competition.
Send me a pm with your questions.

We wish you the best of luck!

Support / About Voxel Size
« on: April 16, 2020, 12:08:32 AM »
Voxel Play supports voxels of 1m in size for terrain generation. It uses many optimizations and occlusion algorithms to reduce vertex count, and this calculations assume voxels have a size of 1x1x1.

However, you can use custom voxel types of any shape for vegetation, trees, custom objects and items, etc. Anything that's thought as an individual element can be of any shape and size. Because custom voxel types use prefabs, you can use any geometry for these objects, and even you can have complex hierarchies or scripts in those prefabs.

If you need smaller voxels for terrain, an alternative is to make anything else bigger! Make your character/NPCs/items use a greater scale and adjust the camera distance appropriately. The effect, like in cinema, will be that terrain voxels look smaller.

Support / MOVED: Touch
« on: April 06, 2020, 09:41:24 AM »

Support / MOVED: About Grid
« on: April 02, 2020, 01:13:19 AM »

Support / MOVED: Beautify supports HDRP
« on: March 19, 2020, 08:42:20 AM »

Feature Requests / MOVED: FureBullet question
« on: March 19, 2020, 08:34:01 AM »

Support / Using Volumetric Fog & Mist 2 in URP
« on: March 18, 2020, 10:24:26 AM »
Check out this video for step-by-step setup instructions of Volumetric Fog & Mist 2 on Universal Rendering Pipeline:

Developer's Corner / GitHub access option now available
« on: March 18, 2020, 08:55:21 AM »
We're now offering the option to connect to our private repos on GitHub to any interested customer. Get the latest commits directly into your project without having to update entire assets. Avoid risk to lose any change you may have done to the original sources.

The access to our private repo has a maintenance fee of 5 EURO / month the first year (3.75 EURO next year) and includes access to all purchased assets.

If you're interested, please send us an email or pm with yout Github username to get further instructions.


Liquid Volume / How to set liquid layers using script (code example)
« on: March 17, 2020, 12:06:47 PM »
Use this code as a reference when setting up the liquid layers with code:

        void FourLayersExample() {
LiquidVolume.LiquidLayer[] layers = new LiquidVolume.LiquidLayer[4];
layers[0].amount = 0.25f;
layers[0].density = 1f;
layers[1].amount = 0;
layers[1].density = 1f;
layers[2].amount = 0;
layers[2].density = 1f;
layers[3].amount = 0;
layers[3].density = 1f;
layers[0].color = new Color(1, 0, 0);
layers[1].color = new Color(0, 1, 0);
layers[2].color = new Color(0, 0, 1);
layers[3].color = new Color(0.5f, 0.5f, 0.5f);
lv.liquidLayers = layers;

Support / MOVED: FureBullet question
« on: March 12, 2020, 02:20:54 AM »

Color Studio / [Released] About Color Studio
« on: February 24, 2020, 11:45:39 AM »
Color Studio is an Editor Extension for creating color swatches and pixel art.
Learn more about Color Studio:

Please post any suggestion or support issue on this board.
Thanks for using Color Studio.

Trails FX / How to change trail scale over time [Tutorial]
« on: February 18, 2020, 01:28:43 AM »
How to change trail scale over time in Trails FX:

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