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Unity 5 Emissive Animation?


spacetackle

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HI,

I am wondering what the correct process is for creating the emissive textures / windows in UNITY 5.

I have tried creating the animation, but everytime I do, it stuffs up the part in game, making it not move correctly.

 

If you have a model ready for emissive animation, what is the next step?

and when I am finished creating the animation, do I parent it to something? does it need to be attached to the cockpit model? or as a child of game object the cockpit model is in? or do you not attach the animation to anything?

 

Help would be greatly appreciated on this. I cannot get it to work without damaging my part.

 

 

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depend, if you use the new part tool (for 1.1) i suggest you read this thread:

if not, you can't, you have to use the 4.2.2 version of unity and the legacy animation.

Edited by Hary R
wrong word
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8 minutes ago, spacetackle said:

Thanks for your help @Hary R :) I am building my first mod, and so every time I run into a wall it's difficult to know if it's a mistake I made or not. This explains alot! I was using the old animation component.

The legacy is the old animation component, it's not supported anymore but KSP still use it. In the new part tool Squad created a work around so you cant use unity 5 to create your emissive but I didn't use it yet so I don't know how it work exactly. nli2work said the part tool required unity 5.2.4 to work properly so be careful about that.

Edited by Hary R
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@Hary R I managed to get the emissives to work in Unity5

Here is what you do:

1. apply the emissive texture on the object you wish to use as:  SHADER: ksp/emissive/diffuse

2. goto tools create color animation

3. enter the name of the object that has the applied emissive texture into the Relate field

4. leave the type field as material

5. change the Property field from _Color to _EmissiveColor

6. Enter a file name for the emissive. it must be one that is compatible with ksp cfg files.

7.  select the color you want to use

8.  Hit create.

9. goto your object that you just created the animation for and add an Animation component, then click in the animation field and select the one your just created from the list.

And that's it.

Then just go ahead and write.

 

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