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Diffstat (limited to 'Assets/ThirdParty/XWeaponTrail/readme.txt')
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diff --git a/Assets/ThirdParty/XWeaponTrail/readme.txt b/Assets/ThirdParty/XWeaponTrail/readme.txt new file mode 100644 index 00000000..e2a9b377 --- /dev/null +++ b/Assets/ThirdParty/XWeaponTrail/readme.txt @@ -0,0 +1,54 @@ +*NOTE: THE TRAIL2 EXAMPLE REUIRES UNITY PRO TO GET THE BEST RESULT* +*You can tweak the Displacement Strength parameter in the slash01_distort material to adjust the Trial2's displacement effect* + +Version - 1.0.1 +Version Changes: +1.0.1 +-Fixed a null reference bug when scene changed. +1.1.0 +-No mesh object created. +-No GC allocated! +-Huge performance improved. +1.1.1 +-Added "Use With 2D" option to support with 2d sprite. +1.1.2 +-Fixed a null reference error in OnDestroy() function. + +1.1.3 +-Fixed UseWith2D trail can not stop correctly. + +1.1.4 +-Fixed the OnLevelWasLoaded warnings in unity 5.3 + +1.2.0 +-Removed Fps option since the performance is good enough now. +-Improved the delay rendering issue, still has 1 frame delay though. +-Fixed the distortion material, if you still can't see the distortion effect, please increase the material's "Displacement Strength" value. + +How to use: +1, Find the weapon socket in your animated model. +2, Drag the "X-WeaponTrail.prefab" into its hierarchy. +3, Adjust the "StartPoint" and "EndPoint"'s position to match the weapon's length. +4, Now play the animation you should see a smooth trail. + +API: +Activate(): Activate trail +Deactivate(): Stop trail immediately +StopSmoothly(float fadeTime): Stop trail smoothly. +*NOTE YOU NEED TO IMPORT THE NAME SPACE, for example, using Xft; in C#* + +Parameters +Max Frame: Indicates the length of the trail. +Granularity: Indicates the granularity of the trail, the bigger the smoother. +Fps: Indicates the update frequence of the trail. + +Video Tutorial +https://www.youtube.com/watch?v=1lQ7p2OQsA4 + + +More Effects: +Please check my new FX package, Hope you like it. +http://phantomparticle.org/ + +Contact +shallwaycn@gmail.com
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