Thank you for this great tutorial. but when i apply change the value of curve x and y on the slider, it doesnot make my path curved, but only changes the rotation of x, y axis
P.S.A. Just to make this more visible. At 12:21 , as someone said below, you must select "Update every Frame" for "Set Material Float" or nothing will happen (i.e. the CurveX value will not update).
Hello, thank you for the tutorial! Thumbs up! But I would also like to ask you a question. If I apply this shader to the game's floor, the blocks (obstacles) that are randomly spawned on it are not affected. This creates a weird looking scene, where ground is curved, but the blocks are still in front of the player. Is there a way to affect everything on the ground with this? Thanks!
@@BlizStudio I tried yesterday to purchase on unity asset store but a message popup shows that payment failed . However I got messages from my bank that payment has been done. I tried three times and i got same message. I don’t know how is this possible i lose my money three times of the price of asset and still didn’t get it
Great tutorial man this is awesome, I have one problem though, for some reason it is multiplying the size of the asset like I put the scale at 1,1 it looks good, but at scale 10 20 it is humungous
How are you rotating the player in the same direction of road to follow it, and how are you rotating the platform collider from box collider to same curved collider?
The platform is actually straight. The shader "bends" the materials based on how far away they are from the camera. So when the road is animating, I'm just changing how much and in which direction the camera is bending the materials. So you can actually just build a completely straight level and then use the shader to create what looks like a curved road.
Hey shikhar & @Blitz studio !! i am facing the same problem, my tile is seems to be bend but player is going in straight direction. How we can solve this problem
in the graph setting if i click '' +'' , i see two option first visual effect and second HDRP . i can't see universal option . i need help . unity version 2020.3.10f1
Thanks Harun. The shader is a material. Actually I would highly recommend a great asset on the asset store called Curved World. assetstore.unity.com/packages/vfx/shaders/curved-world-2020-173251?aid=1101lfDIN
this error when i add divide node after vector2 node Property _Divide_af676f78b2f8417282709bff2e3756fb_B_1 already exists in the property sheet with a different type: 1
It's probably that you have your values up too high. The adjustments should be really small. So if you try .004 instead of .04. See if that works. If so then it is just a matter of adjusting your multiply nodes.
I've attempted this, but in the runner I'm creating the path is made up on individual tiles rather than one long road object and adjusting the X and Y values only move the path left/right or up/down rather than curves it. What am I doing wrong?
Couple ways you can adjust. You can add all of your game objects with a parent and the parent is what you are applying the shader to. So the way the shader works, is that it changes how the camera sees the game object the further away the game object is away from the camera.
Hey Emirhan, Usually I'll create an Empty Game Object and then add things inside that are to be animated. Like a player, I'll have an empty game object and that has the character controller or rigid body, collision, etc... Then I'll have sprites or models inside of that game object. So handling the animation and handling movement are for 2 separate things (even though one is inside of another).
@@BlizStudio well, what I asked was that when I tween an object that uses materials based on this shader, we get unexpected visuals. For example, some objects with vertical tweens diving deep into terrain when the curve is applied (camera is far enough to trigger a curve, and both are using different materials that has same shader.
hi i have one question , sorry im new in playmaker, do you know if it is possible with playmaker do a decals effects on a skinned mesh ( like blood fix on character or impact damage ) , send serial alpha map from collision or a raycast ?
You can definitely control adding a decal, etc... with playmaker. You can download a decal asset from the asset store. Then you should be able to control placement on/off etc... of decals such as place of impact.
Hey! Thanks for this! Just finished the tutorial and everithing works great! I Also add emission and make a second shader for particles, so, it´s really usefull! Question: It´s seems like the rotation of the objects affects the position of the vertices. In my case, I have powerups rotating by code, and some decorations spawning rotated randomly by code to, and everything that is not: Rotation 0,0,0 goes crazy. Any tips? Thanks!
Hey Juan, that's awesome. Rotation shouldn't have anything to do with the objects on the curve unless they aren't rotating off of their 0,0,0 axis. Try taking one of your game objects that you are rotating, and try it with an animation to see if that solves the issue and remove from code. Also hit me up on discord, will be easier to share over there.
Thank you for your answer! Really apreciate it! You definetly put me in the right path, but, I try every trick I know in animation (A LOT) to solve the problem but nothing seams to work. At the end, I Found another aproach for this shader and I like to share it with you. In this video the autor explain exactly my problem! And create solution using the matrix. As far as I can understund, you did something similar here, at the begining... but for some reason didnt´work with my models. I leave the link of the video at the time he explain why the vertices go crazy with scale and rotations and how to solve it. PD: You got it a new subscriber! THANKS! ruclips.net/video/UoK7VRs3tfo/видео.html
@@joejones2621 Hi Joe, Sure! you just have te go and change the type of the shader yoou want, in the Graph Inspector > Graph Settings. You can make an emission input node just like this video show how to make one for emissive. But if you want to play more trying some things, go for something like "unlit" for particles, or transparent! Play with the parameters and you will found a lot of posibilities
@@juanmanuelzamora6323 I am having the exact same problem, but I can't figure out how to implement the other vid's solution. How did you manage to get it to work?
Hey Josimar, you won't be able to do this with a terrain game object. As opposed to using a terrain game object, you can use a regular plain that you make look like terrain with Polybrush. ruclips.net/video/9uPcINF2seI/видео.html
I ask for help. mine worked until the end, however, when I went to add (change) to the shader in the material it was all pink, both the texture and the object and did not obey the commands of X and Y when I changed. what could have gone wrong?
Hey Eluan, if your material is pink, that means that you aren't using a URP material or your project isn't using the URP render pipeline. For the X and Y that might also have something to do with it as well.
@@BlizStudio can you create a curved world like subway surf with this shader? because it works with a plan, but when I imported an object (floor with walls and building like subway surf it kind of bugged and got distorted up and down). if you can teach in a video please. I am from Brazil.
Hi Bliz .. i have a problem..I build a prototype..but my bends are not round.. its like blocky... what can be the problem ... my shader setup looks correct ..
@@BlizStudio sure.. I ll do it .. I got all the CURVED WORLD ASSETS. I buy them like a year ago.. so im good on that.. I also got the Advanced Dissolve.. maybe you can make a new tutorial o that too ..that would be suuuuuuper mega bro.. cause I wanna build like shooters and zombie hunters.. where I shoot and they dissolve type..
Hey Bullfighter, this won't work for a 2D set. The graph will need to be modified as wha this curved system is doing is judging the distance in the z axis from the camera and the further it is away the more it bends the 3D mesh. I haven't played with doing something like this for 2D. Are you thinking of something like one of the old 2D driving games?
@BlizStudio exactly like one of those games! I actually bought and installed this asset called Curved Worlds, which, while it does bend my 2d assets according to their distance from a Transform, the creator has not made a mode which bends along the Y-axis. So I have been on a journey to find a solution for my game. The closest I have gotten is bringing a Curved World sub-shader into a new shader and swapping its X and Y values. It then bends along the Y-axis but then my assets are all rotated 90 degrees, and rotating it back seems to cut off s side of it. I do use a perspective camera instead of orthographic, and many of my assets are billboarded. But yeah, I do need to figure out how to bend along the y-axis like how old racing games look.
Yep, Curved World is awesome. I'll have to think about that one. I haven't really tried that kind of thing (although used to love those kinds of games).
@BlizStudio I would really appreciate any help in that regard! I don't understand the mathematics involved at all with how Curved World calculates its bends. But my limited inisght makes it seem like the solution should be as simple as changing the axes on which the bend is applied. I'm guessing that task is nowhere near as simple as it seems. I think, as a simplified description, I am looking for a shader which will offset pixels along the x-axis (and z-axis?), relative to their y-distance above the player (or just camera center). Ideally I would be able to configure a bend shader to apply along any axis. But I simply don't know the first thing about creating that or editing an existing Curved World shader for that matter.
I'm almost wondering if an open sprite shape might work. Then you can just move the nodes back and forth. You can also change the size of the nodes. So the node that is up will be smaller than bottom node so will make it look like perspective. I'll have to see if that is an option. I have a couple other ideas too. I'll have to think about it more.
Hey 3D, hop over to my discord. You can post a screen shot of your shader graph there and I can take a look. discord.gg/wtnUYzJf An alternative is an asset on the asset store. I purchased this one myself called Curved World. Makes it WAY easy. Here is a link to download bit.ly/3JRmw9y (affiliate link)
Hey Duy Tan, my guess is you are using a shader that is different than the render pipeline. Are you using URP? If so you can go to (in the top bar) Edit > Render Pipeline > URP > Update materials.
This is another great tutorial! Question...would this work on scenery along the sides? If so one shader for whole scene? Short answer is fine, this is still way ahead of my present skill level.
Hey Steveo. Absolutely. You'll have to just duplicate the shader and then swap in different sprite. It will work on objects, planes, etc... It really just gets the distance from the camera and the further away, the more it gets curved.
I've been following along with the playlist and now I'm stuck. I am using ver. 2020.3.26f1. I have URP installed through the package manager. I have triple checked everything but my road is pink and it doesn't curve when I move the CurveX value. When I try to upgrade the road with URP I get a "Road material was not upgraded. There's no upgrader to convert Shader Graphs/Road shader to selected pipeline" error.
Hey Daniel, since you installed URP package, you also need to create a URP Render pipeline Asset AND a URP Forward Renderer. If you start with a URP project, Unity already creates this for you. That should take care of your URP pink texture. I have a pic of my URP Shader Graph in my community tab if you need to double check mine vs yours. Also you can join my discord if you need more help.
@@BlizStudio i made another comment about that. But RUclips deleted my message because it had a link in it. The newer version doesn't give you the option to create a URP project. But I did figure it out though.
@@BlizStudio I needed to create and add the render pipeline asset to the URP settings in the project settings, and then upgrade scene with pipeline render under the edit tab. I had to redo the graph again because the the material was oversized. Once I added the new graph to the road. It all worked.
Yep. If you start out a project as URP, all of these things are already done so you don't have to worry about it. Glad you were able to get it in and working!!!!(👍 ❛︠ ͜ʖ ︡❛)👍
I've been following your tutorial and am loving it, however I have one question as for some reason I can't figure it out. When adding more than 3 road segments, how do you get the ones further ahead to keep generating ahead of the player? No matter how much I fiddle with the positions and the variables in the FSMs I can't figure it out, the segments end up spawning inside of each other and not working correctly.
Hey bread winner, actually a bunch of ways you can do it. One way would be to set a spawn point that is a certain Z distance out in front of the player which would probably be the first thing that you should try. Make sure the spawn point isn't inside of one of the segments. Should just be one it's own in the hierarchy. (I like to created a "generated" folder and have that game object be the parent and the spawn point) Let me know if this helps. If not, you can pop over to my discord. discord.gg/DgUdNDT7KU
I am following everything until here and everything looks fine except the curve don't curve the road and the road tiles 1,2,3 (the first ones) they do respawn but not the rest of the tiles until the 8th.
Hey Abraham, pop on over to my discord. It will be easier to help you there. I would need to take a look at your FSM for your generation of the road tiles. You're probably missing something on the curved road shader graph. discord.gg/DgUdNDT7KU
Thanks for your videos. But I have a problem with turning the road - it does not change directions along the X axis (that is, it turns only one way, + or -, depending on which value is first). The variable Tween float is, with a value from 0.04 to -0.04. And yet, when I turn the road, I do not have a smooth radius between the sections, like yours (( Unity 2021.2.7f1. Win10x64
Apologies. There's so much that goes into a shader. I would actually recommend using an awesome asset to do this versus creating the shader manually like this. The asset is Curved World on the asset store. It's on sale for $27 assetstore.unity.com/packages/vfx/shaders/curved-world-2020-173251?aid=1101lfDIN
Hey Pog l, double check your inputs and what the are connected to. I have a high res version on my community tab that you can download to use for reference
This is awesome! Thank you for keep doing what you do!
Thanks Cel. I really do appreciate it.
I knew that in this 🏃 Runner series there will be this tutorial and thanks to you for your efforts to providing it to us 😊
Thanks Nick. I am planning on showing how to use this base into hopefully a bunch of different game types based on runner games.
If there are some other objects on it then those are not curving. How to do that???
Thank you for this great tutorial. but when i apply change the value of curve x and y on the slider, it doesnot make my path curved, but only changes the rotation of x, y axis
Maybe you can share your Shader Graph on my discord. This way i can see what you have and might be able to help.
@@BlizStudio discord server link?
discord.gg/DgUdNDT7KU
P.S.A. Just to make this more visible. At 12:21 , as someone said below, you must select "Update every Frame" for "Set Material Float" or nothing will happen (i.e. the CurveX value will not update).
Correct! Thanks for noting
Hello, thank you for the tutorial! Thumbs up!
But I would also like to ask you a question. If I apply this shader to the game's floor, the blocks (obstacles) that are randomly spawned on it are not affected. This creates a weird looking scene, where ground is curved, but the blocks are still in front of the player. Is there a way to affect everything on the ground with this? Thanks!
Thank you, your channel has helped me a lot in my learning.
Thanks Thalmus. I appreciate it. Good luck and definitely let me know if you need help along the way.
Thanks for the cool video, I didn't really know much about shader graph😅... But now I know
Man there is so much you can do with Shader Graph. I'm trying to learn more about it myself.
@@BlizStudio I just need to get my hands dirty on it and I'll get use to it😁
Yep. I've been forcing myself to as well.
Thanks for your tutorials really helpful
Glad you like them!
Thanks looks awsome.
Thanks BD
Great solution)
Thanks!!
If the object's rotation isn't 0,0,0 or scale isn't 1,1,1, the shader effect seems off and weird, any help?
Hey Lu Win, jump on over to my discord server. That way I can take a look at what you are trying to do or what is going wrong.
@@BlizStudio same problem ineed a solution asap plsss
Thanks very helpful, but hot to make pointlights follow curve because i have night scene
Hey @vffame, a better solution would be to grab the "Curved Worlds" asset on the asset store.
@@BlizStudio I tried yesterday to purchase on unity asset store but a message popup shows that payment failed . However I got messages from my bank that payment has been done. I tried three times and i got same message. I don’t know how is this possible i lose my money three times of the price of asset and still didn’t get it
Great tutorial man this is awesome, I have one problem though, for some reason it is multiplying the size of the asset
like I put the scale at 1,1 it looks good, but at scale 10 20 it is humungous
when I curve the road it also disappears but I think that is because of its size
Tried probuilder and now its offset at the top left
Re followed the tutorial, and fixed it, I didn't do the inverse model or object position, epic fail
Glad you were able to figure it out!!!
How are you rotating the player in the same direction of road to follow it, and how are you rotating the platform collider from box collider to same curved collider?
The platform is actually straight. The shader "bends" the materials based on how far away they are from the camera. So when the road is animating, I'm just changing how much and in which direction the camera is bending the materials. So you can actually just build a completely straight level and then use the shader to create what looks like a curved road.
Hey shikhar & @Blitz studio !! i am facing the same problem, my tile is seems to be bend but player is going in straight direction. How we can solve this problem
I loved your video...
Thanks efran!! I really appreciate it.
in the graph setting if i click '' +'' , i see two option first visual effect and second HDRP . i can't see universal option . i need help . unity version 2020.3.10f1
Did you start out your project as a URP project? If not you can down load Universal Render Pipeline package in the package manager.
Thank you for this cool tutorial. But if I want to use this with a material how can I do that? It uses only a texture.
Thanks Harun. The shader is a material. Actually I would highly recommend a great asset on the asset store called Curved World. assetstore.unity.com/packages/vfx/shaders/curved-world-2020-173251?aid=1101lfDIN
this error when i add divide node after vector2 node Property _Divide_af676f78b2f8417282709bff2e3756fb_B_1 already exists in the property sheet with a different type: 1
Hey Noor, sorry for getting to this late. But did you name a property the same name? Looks like you are using a mismatch of a Vector1 or a Vector2
My object is getting disappear while adjusting the x and y value..Please help
It's probably that you have your values up too high. The adjustments should be really small. So if you try .004 instead of .04. See if that works. If so then it is just a matter of adjusting your multiply nodes.
I've attempted this, but in the runner I'm creating the path is made up on individual tiles rather than one long road object and adjusting the X and Y values only move the path left/right or up/down rather than curves it. What am I doing wrong?
Couple ways you can adjust. You can add all of your game objects with a parent and the parent is what you are applying the shader to. So the way the shader works, is that it changes how the camera sees the game object the further away the game object is away from the camera.
How do you handle moving objects with tweens or objects that has animation on them?
Hey Emirhan, Usually I'll create an Empty Game Object and then add things inside that are to be animated. Like a player, I'll have an empty game object and that has the character controller or rigid body, collision, etc... Then I'll have sprites or models inside of that game object. So handling the animation and handling movement are for 2 separate things (even though one is inside of another).
@@BlizStudio well, what I asked was that when I tween an object that uses materials based on this shader, we get unexpected visuals. For example, some objects with vertical tweens diving deep into terrain when the curve is applied (camera is far enough to trigger a curve, and both are using different materials that has same shader.
hi i have one question , sorry im new in playmaker, do you know if it is possible with playmaker do a decals effects on a skinned mesh ( like blood fix on character or impact damage ) , send serial alpha map from collision or a raycast ?
You can definitely control adding a decal, etc... with playmaker. You can download a decal asset from the asset store. Then you should be able to control placement on/off etc... of decals such as place of impact.
@@BlizStudio Thank you very much for your answer ;) I will search on this subject
Hey! Thanks for this! Just finished the tutorial and everithing works great! I Also add emission and make a second shader for particles, so, it´s really usefull!
Question: It´s seems like the rotation of the objects affects the position of the vertices. In my case, I have powerups rotating by code, and some decorations spawning rotated randomly by code to, and everything that is not: Rotation 0,0,0 goes crazy. Any tips? Thanks!
Hey Juan, that's awesome. Rotation shouldn't have anything to do with the objects on the curve unless they aren't rotating off of their 0,0,0 axis. Try taking one of your game objects that you are rotating, and try it with an animation to see if that solves the issue and remove from code. Also hit me up on discord, will be easier to share over there.
Thank you for your answer! Really apreciate it! You definetly put me in the right path, but, I try every trick I know in animation (A LOT) to solve the problem but nothing seams to work. At the end, I Found another aproach for this shader and I like to share it with you. In this video the autor explain exactly my problem! And create solution using the matrix. As far as I can understund, you did something similar here, at the begining... but for some reason didnt´work with my models.
I leave the link of the video at the time he explain why the vertices go crazy with scale and rotations and how to solve it.
PD: You got it a new subscriber! THANKS!
ruclips.net/video/UoK7VRs3tfo/видео.html
Hey Juan, can I ask where you add the emission in the shader graph so you can use this for your particles? I'm trying to work this out
@@joejones2621 Hi Joe, Sure! you just have te go and change the type of the shader yoou want, in the Graph Inspector > Graph Settings.
You can make an emission input node just like this video show how to make one for emissive. But if you want to play more trying some things, go for something like "unlit" for particles, or transparent! Play with the parameters and you will found a lot of posibilities
@@juanmanuelzamora6323 I am having the exact same problem, but I can't figure out how to implement the other vid's solution. How did you manage to get it to work?
thx you its very informative
Thanks!!
estou criando meu game Runner só que estou usando o terreno, minha dúvida é tem como deixa o terreno nessa curva?
Hey Josimar, you won't be able to do this with a terrain game object. As opposed to using a terrain game object, you can use a regular plain that you make look like terrain with Polybrush. ruclips.net/video/9uPcINF2seI/видео.html
How can I put this effect in the case of buildings?
Absolutely!! Here I just show the curved road but can be used for just about anything.
@@BlizStudio Thanks men, great tutorial :)
I ask for help. mine worked until the end, however, when I went to add (change) to the shader in the material it was all pink, both the texture and the object and did not obey the commands of X and Y when I changed. what could have gone wrong?
Hey Eluan, if your material is pink, that means that you aren't using a URP material or your project isn't using the URP render pipeline. For the X and Y that might also have something to do with it as well.
@@BlizStudio teacher, thank you. I have no words to thank you. that was really the problem and you helped me. thankful!
@@BlizStudio can you create a curved world like subway surf with this shader? because it works with a plan, but when I imported an object (floor with walls and building like subway surf it kind of bugged and got distorted up and down). if you can teach in a video please. I am from Brazil.
Hi Bliz .. i have a problem..I build a prototype..but my bends are not round.. its like blocky... what can be the problem ... my shader setup looks correct ..
Hey VIRVL, maybe share what you have on my discord. That way I can take a look to see if I can notice anything off. discord.gg/DgUdNDT7KU
@@BlizStudio sure.. I ll do it .. I got all the CURVED WORLD ASSETS. I buy them like a year ago.. so im good on that.. I also got the Advanced Dissolve.. maybe you can make a new tutorial o that too ..that would be suuuuuuper mega bro.. cause I wanna build like shooters and zombie hunters.. where I shoot and they dissolve type..
I think I bought advanced dissolve as part of a bundle. I'll have to give it a try.
@@BlizStudio Yessss Please. .. Youre a goat.. the best TEACHER ..
=)
I tried adding this to my 2d game, such as on my tileset, but it only shifts the entire tileset and does not bend it :(
Hey Bullfighter, this won't work for a 2D set. The graph will need to be modified as wha this curved system is doing is judging the distance in the z axis from the camera and the further it is away the more it bends the 3D mesh. I haven't played with doing something like this for 2D. Are you thinking of something like one of the old 2D driving games?
@BlizStudio exactly like one of those games! I actually bought and installed this asset called Curved Worlds, which, while it does bend my 2d assets according to their distance from a Transform, the creator has not made a mode which bends along the Y-axis. So I have been on a journey to find a solution for my game.
The closest I have gotten is bringing a Curved World sub-shader into a new shader and swapping its X and Y values. It then bends along the Y-axis but then my assets are all rotated 90 degrees, and rotating it back seems to cut off s side of it.
I do use a perspective camera instead of orthographic, and many of my assets are billboarded. But yeah, I do need to figure out how to bend along the y-axis like how old racing games look.
Yep, Curved World is awesome. I'll have to think about that one. I haven't really tried that kind of thing (although used to love those kinds of games).
@BlizStudio I would really appreciate any help in that regard! I don't understand the mathematics involved at all with how Curved World calculates its bends. But my limited inisght makes it seem like the solution should be as simple as changing the axes on which the bend is applied. I'm guessing that task is nowhere near as simple as it seems.
I think, as a simplified description, I am looking for a shader which will offset pixels along the x-axis (and z-axis?), relative to their y-distance above the player (or just camera center).
Ideally I would be able to configure a bend shader to apply along any axis. But I simply don't know the first thing about creating that or editing an existing Curved World shader for that matter.
I'm almost wondering if an open sprite shape might work. Then you can just move the nodes back and forth. You can also change the size of the nodes. So the node that is up will be smaller than bottom node so will make it look like perspective. I'll have to see if that is an option. I have a couple other ideas too. I'll have to think about it more.
When i passed the texture (sprite) shader color convert to pink i mean no shadder sprite apply and also curveX or curveY work for me please help
Hey 3D, hop over to my discord. You can post a screen shot of your shader graph there and I can take a look. discord.gg/wtnUYzJf
An alternative is an asset on the asset store. I purchased this one myself called Curved World. Makes it WAY easy. Here is a link to download bit.ly/3JRmw9y (affiliate link)
Great tutorial. Around 9.00, when I changed the Shader to the Road Shader, everything turn pink. How can I fix that?
Hey Duy Tan, my guess is you are using a shader that is different than the render pipeline. Are you using URP? If so you can go to (in the top bar) Edit > Render Pipeline > URP > Update materials.
This is another great tutorial! Question...would this work on scenery along the sides? If so one shader for whole scene? Short answer is fine, this is still way ahead of my present skill level.
Hey Steveo. Absolutely. You'll have to just duplicate the shader and then swap in different sprite. It will work on objects, planes, etc... It really just gets the distance from the camera and the further away, the more it gets curved.
@@BlizStudio Yikes, I must be learning. I understood all of that. Thanx!
Haha. That's awesome!!
Hi, great tutorial but i have a problem and my floor shader doesn't update as the player is moving so it ends up not following the curve.
Make sure you are have every frame check with your Playmaker actions so that it will continually update.
@@BlizStudio Im not using playmaker, how can i do it normally? Thanks
I'm not a C# dev. I think in the Update function, you would need to modify your variable for curve with Time.deltaTime
Here's an example of moving over time but same thing applies to your curve variable. docs.unity3d.com/Manual/TimeFrameManagement.html
@@BlizStudio but I have noticed that when you test, the curve automatically updates that the player follows it. I will try and find a way thank you
Hi I am sorry this is not work for me. When camare moved, The road does not change with camera.
Did you apply that shader to the road?
I've been following along with the playlist and now I'm stuck. I am using ver. 2020.3.26f1. I have URP installed through the package manager. I have triple checked everything but my road is pink and it doesn't curve when I move the CurveX value. When I try to upgrade the road with URP I get a "Road material was not upgraded. There's no upgrader to convert Shader Graphs/Road shader to selected pipeline" error.
Hey Daniel, since you installed URP package, you also need to create a URP Render pipeline Asset AND a URP Forward Renderer. If you start with a URP project, Unity already creates this for you. That should take care of your URP pink texture. I have a pic of my URP Shader Graph in my community tab if you need to double check mine vs yours. Also you can join my discord if you need more help.
@@BlizStudio i made another comment about that. But RUclips deleted my message because it had a link in it. The newer version doesn't give you the option to create a URP project. But I did figure it out though.
Perfect. what was the issue just so I know and can pass it on?
@@BlizStudio I needed to create and add the render pipeline asset to the URP settings in the project settings, and then upgrade scene with pipeline render under the edit tab. I had to redo the graph again because the the material was oversized. Once I added the new graph to the road. It all worked.
Yep. If you start out a project as URP, all of these things are already done so you don't have to worry about it. Glad you were able to get it in and working!!!!(👍 ❛︠ ͜ʖ ︡❛)👍
I've been following your tutorial and am loving it, however I have one question as for some reason I can't figure it out. When adding more than 3 road segments, how do you get the ones further ahead to keep generating ahead of the player? No matter how much I fiddle with the positions and the variables in the FSMs I can't figure it out, the segments end up spawning inside of each other and not working correctly.
Hey bread winner, actually a bunch of ways you can do it. One way would be to set a spawn point that is a certain Z distance out in front of the player which would probably be the first thing that you should try. Make sure the spawn point isn't inside of one of the segments. Should just be one it's own in the hierarchy. (I like to created a "generated" folder and have that game object be the parent and the spawn point) Let me know if this helps. If not, you can pop over to my discord. discord.gg/DgUdNDT7KU
I am following everything until here and everything looks fine except the curve don't curve the road and the road tiles 1,2,3 (the first ones) they do respawn but not the rest of the tiles until the 8th.
Hey Abraham, pop on over to my discord. It will be easier to help you there. I would need to take a look at your FSM for your generation of the road tiles. You're probably missing something on the curved road shader graph. discord.gg/DgUdNDT7KU
@@BlizStudio Hi, it didn't work for me until I pressed check every frame in "set material float". I don't know why but now is working.
Thanks for your videos.
But I have a problem with turning the road - it does not change directions along the X axis (that is, it turns only one way, + or -, depending on which value is first). The variable Tween float is, with a value from 0.04 to -0.04.
And yet, when I turn the road, I do not have a smooth radius between the sections, like yours ((
Unity 2021.2.7f1. Win10x64
Thanks Maik, I'll see if I can duplicate this. My guess is there's something missing in your Shader Graph.
Use update every frame or else it doesn't work.
your tutorials are amazing, I understood everything very easy untill this video, I have no idea what you doing with shaders.
Apologies. There's so much that goes into a shader. I would actually recommend using an awesome asset to do this versus creating the shader manually like this. The asset is Curved World on the asset store. It's on sale for $27 assetstore.unity.com/packages/vfx/shaders/curved-world-2020-173251?aid=1101lfDIN
@@BlizStudio oops missed the comment, missed the sale but I'll keep it in mind as soon as I get some more hands dirty in unity
your lamp is nice
Thanks.
The plates became big pla help
Hey Pog l, double check your inputs and what the are connected to. I have a high res version on my community tab that you can download to use for reference
This shader will not work properly when the game object is scaled or rotated How to fix it??
Hey Hamma, Add the shader to a parent object and then inside you can scale rotate, etc... That should work
@@BlizStudio I already tried it but same problem
I'll try to see if I can replicate and what the issue might be. I won't be able to look at it till the weekend.