Hey everyone! To those of you who can't find the package: Unity has moved the "Show Preview Packages". You can now find it under Edit -> Project Settings -> Package Manager -> Enable Preview Packages. If you check that box, you should see preview packages in the Package Manager! :-) Stay awesome!
Regarding setting up HDRP on an existing project, try the following 1. Back up non-HDRP project somewhere 2. Open the non-HDRP project within Unity. Open the package manager. 3. Locate "High Definition RP". As of this writing, it's "Version 12.1.7 - July 18, 2022". 4. Select this package, then click the Install button. 5. Unity shows a progress dialog (for just over 2 mins for me). 6. Unity shows an "HDRP Wizard" 7. Click the 'fix' buttons for all aspects you want fixed. 8. This will result in more progress dialogs that install stuff. This step does the vital add an HD Render Pipeline Asset to the project, and selects it within the Edit -> Project Settings -> Graphics page. 9. Use the various buttons within the "Project Migration Quick Links" to upgrade your assets 10. In the background you'll see your scene view start to use the HD features as you use the fix/upgrade buttons. 11. You can click the X button for the HDRP Wizard when you've completed all steps you care about. 12. I suggest clicking Assets -> Reimport All. This took ~2 mins to complete for me.
if anybody is having issues with the decals facing the wrong way or clipping into the ground, change Vector3.up to vector3.forward and change the z pivot to something lower like 0.45
And that is exactly the kind of audience his videos are for. In a year or so, you will be surprised people were excited to find out about things like that. It's like finding out the names of the months, or the days of the week.
I love the quality of your tutorials! It's truly amazing. As soon as I have a better paying job I will support you on patreon, I promise! Thank you for this free content. It's much appreciated and so motivating.
I've been trying to figure out for months on how to avoid using 2D planes for decals, it looks awkward when you shoot a character because of the complex geometry. Much appreciate Brackeys!
Because of you I'm able to develop games accurately and everyday I watch your videos I learn something new, I'm truly grateful, thank you Brackeys for everything ❤️
Same for me i tried HDRP but every thing turned pink :( so i had to go back to default rendering and yes it took along time to fix every material and modell :(
Just google unity projector - you can use the existing projectors from the standard assets. They are usually used for cheap shadows but should work for bullet holes as well EDIT: Here's a link: docs.unity3d.com/Manual/class-Projector.html
There is official asset for decals in default pipeline, just download this pack: blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/
Good video tho i was kinda expecting a lil bit more tips - like first what comes to my mind is when something flat enough in scene or player hands and so will move between the projector and the wall i suppose those bullet holes will "jump" from wall to that object ... chances are probably smaller than i expect but it would probably not be bad to mention how to mask it by layer or something if its even possible and so.
Aaaah! Should have just duplicated your bullethole texture and generated a normal map from greyscale, I really wanted to see it :P But great video again guys!
I would love to have more podcasts from you. Have you ever thought of starting doing that as well? Maybe something that would be available on a mobile device as well? Google podcast??
Don't know why you left it out, but you can also adjust the size of the decal projector by changing the Size property in the inspector or by using the small white handles on the faces of the cube gizmo in the scene. (Instead of by scaling)
How many decals can unity handle without significant slowing down? Can those things be "baked" into textures in runtime in a way lightmap is baked to reduce the number of instantiated projectors if, let's say, we want to keep those bullet holes in a scene forever?
That's what I've been wondering about too. The standard Unity projectors are notoriously slow, so I don't know how fast these will be, especially since they need the HDRP. I've found an asset on the store however, that appearently can bake decals into textures, called EasyDecal. I didn't try it myself as of yet however.
Hi. Thanks a lot for your videos. I have two propositions for new videos. 1. Drag and release shot like in mini golf games (with direction arrow depends on power) with description about different types of Camera methods. I mean SreenPointToWorld and other. And of course for 3D :) No normal video in RUclips about this. 2. Creating an shader (Shader graph) or other usable method (masking or something else) for round timer or health bar. NOT in UI system with “image fill” property. Regular sprite with option to put it everywhere in 3D scene not on canvas. I didn’t find video about it. Thanks a lot.
The projector we already have replaces the material of all the surfaces it touches with its own material. This one just projects a "plane" rendered with the given material and wraps it around the surfaces it touch.
Hi, I am using these decals for bullet holes, but I can't edit the materials or access any variables to change the instance at runtime. Any ideas how to have them scale or fade out. thanks.
If an object walks through the box of the decal projector, will the bullet hole appear above the object? For example, a foot steps on where a projector is, does the bullet now look like it is on said foot?
i think you forgot to add the link on how to get the high defenition render pipe line in the descrpition like you said you would in the video :( been looking up on youtube how to get it but it seems like you need to create a new project for that, isnt there a way to add it on a existing project?
Hi plz help me i made a mobile game but when i built the game and when i playing the game on my phone its have differint control why this is happing?? @Brackeys
i took advice very helpful to make more efficient use of time. cousin say to me "how do get so fast to do this cousin chuud" and chuud say "simply do not waste the time". much help to improve skllsets thank you my friend ok.
Is there a low spec alternative? HDRP is level 11 DX and my card only supports level 10. Right now i just instantiate textures at the point of rayhit. Works fine ..but not for bigger textures like bloodsplats
Anyone have info on how performant these are? I imagine its probably best to use some sort of object array + timeout to make sure these dont stack too heavily? What about ones that are part of the environment?
How performant is the decal system? I'm working an a relatively large protect and i am wondering how hundreds of decals is going to affect the Fps of my game.
Hey everyone!
To those of you who can't find the package: Unity has moved the "Show Preview Packages".
You can now find it under Edit -> Project Settings -> Package Manager -> Enable Preview Packages.
If you check that box, you should see preview packages in the Package Manager! :-)
Stay awesome!
Sir, please mention the link on how to setup HDRP on an existing project...
@@PdUnique im crying on same thing
Thanks Brackeys!
Regarding setting up HDRP on an existing project, try the following
1. Back up non-HDRP project somewhere
2. Open the non-HDRP project within Unity. Open the package manager.
3. Locate "High Definition RP". As of this writing, it's "Version 12.1.7 - July 18, 2022".
4. Select this package, then click the Install button.
5. Unity shows a progress dialog (for just over 2 mins for me).
6. Unity shows an "HDRP Wizard"
7. Click the 'fix' buttons for all aspects you want fixed.
8. This will result in more progress dialogs that install stuff. This step does the vital add an HD Render Pipeline Asset to the project, and selects it within the Edit -> Project Settings -> Graphics page.
9. Use the various buttons within the "Project Migration Quick Links" to upgrade your assets
10. In the background you'll see your scene view start to use the HD features as you use the fix/upgrade buttons.
11. You can click the X button for the HDRP Wizard when you've completed all steps you care about.
12. I suggest clicking Assets -> Reimport All. This took ~2 mins to complete for me.
if anybody is having issues with the decals facing the wrong way or clipping into the ground, change Vector3.up to vector3.forward and change the z pivot to something lower like 0.45
This is brilliant & just what I needed. To hell with fiddling in shader coder. 😂
Hello, liked your training ai agent episodes good job!!
NOW WOULD YOU LOOK AT THATTTTTTTTTTTTT, two legends meet
It's time for an AI agent that paints walls using decals ;)
Thank you for doing what you do. You are the go to person when someone asks me what Unity is. Keep up the good work!
great vid didn't even know what decals were before the video know I *love* them
Edit: especially because I didn't know how to make bullet holes
And that is exactly the kind of audience his videos are for. In a year or so, you will be surprised people were excited to find out about things like that. It's like finding out the names of the months, or the days of the week.
"Coding your own game is easier than you think, you know what..." skip
LMFAOOOO DAMN RIGHT
HAHAHAHAHA
hahahahah same
Every time I see that guy I wanna punch him in the face!
@@MrBorderdown we are old and dumb
The available HDP features are so good, I remember back in the day when I created decals using quads with a material on fade XD
Udemy ad on the video, and skillshare ad *in* the video...so conflicting
ZiggyZeg 2005 Toxic Can Udemy is a very fishy business... Skillshare’s way better!
Very sketchy
coding your own games is easier than you think
I can't wait to see what you make with this!
@@stuwustudio but it sounds like unity...
I love the quality of your tutorials! It's truly amazing. As soon as I have a better paying job I will support you on patreon, I promise! Thank you for this free content. It's much appreciated and so motivating.
HD render pipeline: "I'll make sure to have a link on how to do that in the description". Oh really?
true
he didnt say when or which video description
bruh someone link it pls lol
@@SSSPrince ruclips.net/video/12gkcdLc77s/видео.html
here ya go!
@@agastyavalisetty8620 Thank you!
it really ties the room together.
I've been trying to figure out for months on how to avoid using 2D planes for decals, it looks awkward when you shoot a character because of the complex geometry.
Much appreciate Brackeys!
I use 2d sprites, much better
Just learned about Decals and damn these are AMAZING
Nice bullet hole tutorial! Decals rocks! 👍🤓
Skip Ad: 1:34
omg finally a good tutorial on decals
Such a joy to watch these videos.
Thank you! Just fixed a bug!
You are a Unity god, love it...
If it doesn't work, *make sure to* check the *HDRP* asset and manually *enable the decal buffer!*
Brackeys is bae
Thanks!!!
And now make a video on how to render decals without HDRP. Thanks.
Haapavuo ordering people doesn’t get you anywhere lol
@Haapavuo You might consider being more polite
@@PdUnique you're a sensible man.
Finally, Decals is out! It will save us a lot of time.
Thanks!
_Coding your own games is easier than you think._
Great shirt Brackeys
Been looking for a tutorial on this for ages! Thanks a lot!
Because of you I'm able to develop games accurately and everyday I watch your videos I learn something new, I'm truly grateful, thank you Brackeys for everything ❤️
Woah! Cool lighting!
Holy crap this effect is amazing! I did not know this was even an option, thanks!
Thank you, this is exactly what I searched for
I remember using them ins source to make
"real time shadows"
Damn that's very useful. I didn't even knew that feature existed with HDRP ! Thanks !
this is exacly what i wanted thank u
What about default rendering pipeline? HDRP is so far away, it wont be here for a while.
Same for me i tried HDRP but every thing turned pink :( so i had to go back to default rendering and yes it took along time to fix every material and modell :(
StigDesign1 u have to convert all the materials to hdrp shader
Just google unity projector - you can use the existing projectors from the standard assets. They are usually used for cheap shadows but should work for bullet holes as well
EDIT: Here's a link: docs.unity3d.com/Manual/class-Projector.html
There is official asset for decals in default pipeline, just download this pack: blogs.unity3d.com/2015/02/06/extending-unity-5-rendering-pipeline-command-buffers/
@YASTRON oh, i have tried that, but it stayed pink so. thank you :)
Good video tho i was kinda expecting a lil bit more tips - like first what comes to my mind is when something flat enough in scene or player hands and so will move between the projector and the wall i suppose those bullet holes will "jump" from wall to that object ... chances are probably smaller than i expect but it would probably not be bad to mention how to mask it by layer or something if its even possible and so.
Aaaah! Should have just duplicated your bullethole texture and generated a normal map from greyscale, I really wanted to see it :P But great video again guys!
I would love to have more podcasts from you. Have you ever thought of starting doing that as well? Maybe something that would be available on a mobile device as well? Google podcast??
Don't know why you left it out, but you can also adjust the size of the decal projector by changing the Size property in the inspector or by using the small white handles on the faces of the cube gizmo in the scene. (Instead of by scaling)
didn't find a decal tutorial until this
Thank you so much. This is another superb tutorial.
Thank you for everything you are doing for us :) take care, have a wonderful life
Excellent !!
Thankful
Thanks
Amazing tutorial
You are AMAZING!!!
Thanks. Great
How many decals can unity handle without significant slowing down? Can those things be "baked" into textures in runtime in a way lightmap is baked to reduce the number of instantiated projectors if, let's say, we want to keep those bullet holes in a scene forever?
That is a tough question. Maybe ask how to click a button in Unity. :D
That's what I've been wondering about too. The standard Unity projectors are notoriously slow, so I don't know how fast these will be, especially since they need the HDRP. I've found an asset on the store however, that appearently can bake decals into textures, called EasyDecal. I didn't try it myself as of yet however.
Brackeyyyy....Do a video on Camera Collision and occlusion..also about animating buttons and other UI elements 😀
thank you for the free 2 months
Great video!
what do you think to make a video about "publish your indie game for free" ?
For me the rotation is bad with the bullet holes. The decal is streched out because of this. Any idea why?
The prefab's transformation is reset, the tiling is 1:1 and the material is set to HDRP/Decal.
*Cries in LWRP*
same
i love this channel!!!!
Hi. Thanks a lot for your videos. I have two propositions for new videos. 1. Drag and release shot like in mini golf games (with direction arrow depends on power) with description about different types of Camera methods. I mean SreenPointToWorld and other. And of course for 3D :) No normal video in RUclips about this. 2. Creating an shader (Shader graph) or other usable method (masking or something else) for round timer or health bar. NOT in UI system with “image fill” property. Regular sprite with option to put it everywhere in 3D scene not on canvas. I didn’t find video about it. Thanks a lot.
What's the difference between this and the already existing projector? And also what's the performance of it?
The projector we already have replaces the material of all the surfaces it touches with its own material. This one just projects a "plane" rendered with the given material and wraps it around the surfaces it touch.
@@quasar4780 okay, thank you!
This is awsome
Is it performance-friendly for mobile?
What if I want decals without HDRP to target mobile platforms?
you have more subs than the official unity channel
Yes
Hi, I am using these decals for bullet holes, but I can't edit the materials or access any variables to change the instance at runtime. Any ideas how to have them scale or fade out. thanks.
I like this
pod pod pod pod... PODCAST!!!
lmao!
What if I use the Universal Rendering Pipeline....and not the HD one...?
I mean..is there no way to do a projector or a caustic in PBR??
Hi Brackeys, is there a possibility to exclude some objects, so they don't get lit by the decal projector?
Ok,this is epic
could not find that link on how to that in the description
Cool - it is really simple in HD Render Pipeline :)
how to configure hd pipeline to my project?
If an object walks through the box of the decal projector, will the bullet hole appear above the object? For example, a foot steps on where a projector is, does the bullet now look like it is on said foot?
i think you forgot to add the link on how to get the high defenition render pipe line in the descrpition like you said you would in the video :( been looking up on youtube how to get it but it seems like you need to create a new project for that, isnt there a way to add it on a existing project?
nvm got it working on my own
i gave u a like as usual but this time, by seeing your cute smile at intro
Brackeys there was no link for the HD render pipeline which I really want and need! Please post one!
Quick question. are the HDRP decals compatible with light baking?
is it possible to multiply a decal to objects' textures?
Hi plz help me i made a mobile game but when i built the game and when i playing the game on my phone its have differint control why this is happing?? @Brackeys
Nice
I got that game designer adrenaline rush when I saw this.
You're rolling ? Awesome ! Decals.......
i took advice very helpful to make more efficient use of time. cousin say to me "how do get so fast to do this cousin chuud" and chuud say "simply do not waste the time". much help to improve skllsets thank you my friend ok.
I like your videos, I would like to see how to use FFT (fast Fourier transform) to generate terrain, or water surfaces.
checked ur podcast, great. And yeah, those Indian views are mine, I have been following u from a long time.
Is HDRenderPipeline suitable for games targeting the mobile platform? Wouldn't it be too intensive for mobile games?
"I can't wait to see what you make with this..."
Is there a low spec alternative? HDRP is level 11 DX and my card only supports level 10.
Right now i just instantiate textures at the point of rayhit.
Works fine ..but not for bigger textures like bloodsplats
If you come back I'll be here :'(
Would this work as a replacement of the shadow projector in URP, or to create caustics under water?
Thanks Brackeys I really wanted a tutorial on that but I kinda missed the keyword '"Decal"
Any way to achieve this using the LWRP???? :)
Oh, i now like Unity again.
Have any way to animate a decal? Using a grid sheet texture or multiples images
Great!!
Yes_yes my Friend.
Hey. What about choose layer for decals? If i want use decal for only one object but this located with others.
1:47 where is the link?
Just wondering how can brackeys code in visual studio brackeys using have color? Mine just blue and white
Anyone have info on how performant these are? I imagine its probably best to use some sort of object array + timeout to make sure these dont stack too heavily? What about ones that are part of the environment?
How performant is the decal system? I'm working an a relatively large protect and i am wondering how hundreds of decals is going to affect the Fps of my game.