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	<channel>
		<title><![CDATA[Fluffy Underware Support Forum - All Forums]]></title>
		<link>http://forum.fluffyunderware.com/</link>
		<description><![CDATA[Fluffy Underware Support Forum - http://forum.fluffyunderware.com]]></description>
		<pubDate>Mon, 21 May 2012 08:48:22 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[[Suggestion] PauseTimer() / ResumeTimer() / GetTimerValue()]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=29</link>
			<pubDate>Mon, 14 May 2012 02:40:11 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=29</guid>
			<description><![CDATA[I want to accumulate time for specific work.<br />
But it can't be achieved by current version.<br />
<br />
There are just 2 timer functions. BeginTimer() and EndTimer().<br />
No way to retrieve timer value in code.<br />
<br />
It should have GetTimerValue()<br />
and it will better with PauseTimer() / ResumeTimer()]]></description>
			<content:encoded><![CDATA[I want to accumulate time for specific work.<br />
But it can't be achieved by current version.<br />
<br />
There are just 2 timer functions. BeginTimer() and EndTimer().<br />
No way to retrieve timer value in code.<br />
<br />
It should have GetTimerValue()<br />
and it will better with PauseTimer() / ResumeTimer()]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Null??]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=28</link>
			<pubDate>Mon, 14 May 2012 02:32:19 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=28</guid>
			<description><![CDATA[If I run with "TestNoteAndPrint.cs" component, it always print "Null".]]></description>
			<content:encoded><![CDATA[If I run with "TestNoteAndPrint.cs" component, it always print "Null".]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Animated texture]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=27</link>
			<pubDate>Wed, 08 Feb 2012 09:47:56 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=27</guid>
			<description><![CDATA[Hello Jake,<br />
<br />
I have a series of sprite, 15 png, size 128 x 128. I drag all the files from the project window as explained in the help, but I can't make it works. It seems that the texture slot of the emitter inthe editor and the one in the particle material are independent? <br />
<br />
To use an animated sprite do I need UnityPro? Im using the free version at the moment<br />
<br />
In case is it possible to use an atlas 512 x 512 as texture?<br />
<br />
Can I use a mesh/plane as particle?<br />
<br />
Thanks<br />
Delfo]]></description>
			<content:encoded><![CDATA[Hello Jake,<br />
<br />
I have a series of sprite, 15 png, size 128 x 128. I drag all the files from the project window as explained in the help, but I can't make it works. It seems that the texture slot of the emitter inthe editor and the one in the particle material are independent? <br />
<br />
To use an animated sprite do I need UnityPro? Im using the free version at the moment<br />
<br />
In case is it possible to use an atlas 512 x 512 as texture?<br />
<br />
Can I use a mesh/plane as particle?<br />
<br />
Thanks<br />
Delfo]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Missing icons]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=26</link>
			<pubDate>Tue, 31 Jan 2012 10:18:04 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=26</guid>
			<description><![CDATA[Hello,<br />
<br />
Just bought your plugin, very powerful and flexible, great job!<br />
<br />
I tried it on the new beta version of Unity, the 3.5, but it was too unstable, crash every few minutes.<br />
So I installed it on the 3.4 version, and it works great, but I have a strange issue. All the icons in the editor are missing.<br />
<br />
I can still use it but I think it would be easier for visual reference to click on the proper icon instead of an empty white box.<br />
<br />
Do you know how I could solve the problem?<br />
<br />
Thanks a lot<br />
Delfo]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
Just bought your plugin, very powerful and flexible, great job!<br />
<br />
I tried it on the new beta version of Unity, the 3.5, but it was too unstable, crash every few minutes.<br />
So I installed it on the 3.4 version, and it works great, but I have a strange issue. All the icons in the editor are missing.<br />
<br />
I can still use it but I think it would be easier for visual reference to click on the proper icon instead of an empty white box.<br />
<br />
Do you know how I could solve the problem?<br />
<br />
Thanks a lot<br />
Delfo]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Would something like this be simple to do?]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=25</link>
			<pubDate>Wed, 25 Jan 2012 16:27:40 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=25</guid>
			<description><![CDATA[I found Magical Box in the Asset Store and it seems it would be just what I need. However, I'm a bit pressed for time and cash at the moment so I would like to check before plunging in. <br />
<br />
What I need is fairly simple: I would like to create a glowing or sprarkling arc that is drawn over the screen with the drawing point being a bright star. Very much like the logo scene from Disney movies where an arc is drawn over the castle.<br />
<br />
Is something like that easy to do with Magic Box?<br />
Thanks!]]></description>
			<content:encoded><![CDATA[I found Magical Box in the Asset Store and it seems it would be just what I need. However, I'm a bit pressed for time and cash at the moment so I would like to check before plunging in. <br />
<br />
What I need is fairly simple: I would like to create a glowing or sprarkling arc that is drawn over the screen with the drawing point being a bright star. Very much like the logo scene from Disney movies where an arc is drawn over the castle.<br />
<br />
Is something like that easy to do with Magic Box?<br />
Thanks!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Support at Unity3D forum]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=24</link>
			<pubDate>Sun, 22 Jan 2012 15:21:46 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=24</guid>
			<description><![CDATA[If for some reason you don't want to register at this forum, feel free to ask in the corresponding threads at the official Unity3D forum. You can find them here:<br />
<br />
<a href="http://forum.unity3d.com/threads/93218-Particle-Engine-Magical-Box-RELEASED" target="_blank">Magical Box - Official forum's thread</a><br />
<a href="http://forum.unity3d.com/threads/118700-Measure-It!-Pro-RELEASED" target="_blank">Measure It! Pro - Official forum's thread</a><br />
<br />
Cheers<br />
Your Fluffy Underware theam]]></description>
			<content:encoded><![CDATA[If for some reason you don't want to register at this forum, feel free to ask in the corresponding threads at the official Unity3D forum. You can find them here:<br />
<br />
<a href="http://forum.unity3d.com/threads/93218-Particle-Engine-Magical-Box-RELEASED" target="_blank">Magical Box - Official forum's thread</a><br />
<a href="http://forum.unity3d.com/threads/118700-Measure-It!-Pro-RELEASED" target="_blank">Measure It! Pro - Official forum's thread</a><br />
<br />
Cheers<br />
Your Fluffy Underware theam]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Version 1.15]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=23</link>
			<pubDate>Sat, 14 Jan 2012 15:50:41 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=23</guid>
			<description><![CDATA[Hi all,<br />
<br />
Magical Box v1.15 is out:<br />
<br />
<span style="font-weight: bold;">New</span><ul>
<li><span style="font-weight: bold;">Magical Box now working on mobiles!</span> Just replace material shaders with the respective "Mobile/Particles" ones and you're done.</li>
<li>Moved the Magical Box menu to "Window" as needed by the new guidelines<br />
</li></ul>
<span style="font-weight: bold;">Changes</span><ul>
<li>Removed MBEmitterType.FitScreen and replaced it with MBEmitterType.FitScreenWidth and MBEmitterType.FitScreenHeight. These parameters are now enabled for <br />
all emitter types.<br />
</li></ul>
<span style="font-weight: bold;">Fixes</span><ul>
<li>Fixed Debugging size not calculated correctly</li>
<li>Fixed error when pasting emitters</li>
<li>Fixed a bug that infrequently caused an error when showing the "About" window<br />
</li></ul>
<br />
for the next version we'll redesign the effects publishing workflow.<br />
<br />
Cheers<br />
Jake]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
Magical Box v1.15 is out:<br />
<br />
<span style="font-weight: bold;">New</span><ul>
<li><span style="font-weight: bold;">Magical Box now working on mobiles!</span> Just replace material shaders with the respective "Mobile/Particles" ones and you're done.</li>
<li>Moved the Magical Box menu to "Window" as needed by the new guidelines<br />
</li></ul>
<span style="font-weight: bold;">Changes</span><ul>
<li>Removed MBEmitterType.FitScreen and replaced it with MBEmitterType.FitScreenWidth and MBEmitterType.FitScreenHeight. These parameters are now enabled for <br />
all emitter types.<br />
</li></ul>
<span style="font-weight: bold;">Fixes</span><ul>
<li>Fixed Debugging size not calculated correctly</li>
<li>Fixed error when pasting emitters</li>
<li>Fixed a bug that infrequently caused an error when showing the "About" window<br />
</li></ul>
<br />
for the next version we'll redesign the effects publishing workflow.<br />
<br />
Cheers<br />
Jake]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Measure It! Pro released! / Roadmap]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=22</link>
			<pubDate>Sat, 07 Jan 2012 14:12:17 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=22</guid>
			<description><![CDATA[We're proud to announce the release of Measure It! Pro. It's currently available at Avangate and should be available at the Asset store within the next days.<br />
<br />
Things we've planned for the future so far:<br />
<ul>
<li>Ingame/Game screen data presentation</li>
<li>MIP Code Tool to handle (comment, uncomment, remove) calls to Debug and MIP in your code<br />
</li></ul>
<br />
Cheers]]></description>
			<content:encoded><![CDATA[We're proud to announce the release of Measure It! Pro. It's currently available at Avangate and should be available at the Asset store within the next days.<br />
<br />
Things we've planned for the future so far:<br />
<ul>
<li>Ingame/Game screen data presentation</li>
<li>MIP Code Tool to handle (comment, uncomment, remove) calls to Debug and MIP in your code<br />
</li></ul>
<br />
Cheers]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Error when pasting parameters]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=21</link>
			<pubDate>Fri, 16 Dec 2011 23:37:18 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=21</guid>
			<description><![CDATA[Runtime error when pasting parameters. <span style="font-weight: bold;">Bug fixed in 1.14!</span>]]></description>
			<content:encoded><![CDATA[Runtime error when pasting parameters. <span style="font-weight: bold;">Bug fixed in 1.14!</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Debugging size]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=20</link>
			<pubDate>Fri, 16 Dec 2011 23:36:10 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=20</guid>
			<description><![CDATA[Size box not scaling correctly. <span style="font-weight: bold;">Fixed in 1.14!</span>]]></description>
			<content:encoded><![CDATA[Size box not scaling correctly. <span style="font-weight: bold;">Fixed in 1.14!</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Version 1.13 / Roadmap]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=19</link>
			<pubDate>Tue, 13 Dec 2011 16:35:45 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=19</guid>
			<description><![CDATA[Hi,<br />
<br />
First I'd like to talk about the version confusion (1.10? 1.11? 1.12?). This is mainly caused by the fact that we're forced to increase the version number when resubmitting to the Assetstore. As we're waiting to get 1.10 (now: 1.12) published on the Assetstore, we were working on the next "real" version. As it's release becomes foreseeable, we decided to don't bother our Avangate customers with new versions every few days and wait till we got something really new.<br />
<br />
We're sorry to produce such a mess, but we couldn't foresee our struggle with the AssetStore. It got worse by the fact that the effects shown in the new gallery won't work with the current Assetstore (1.02) version, so we try to sort this out asap. <br />
<br />
This is today and it's version is 1.13 for now and already sent to the Assetstore team. This time we'll wait until the AssetStore submission is completed (up to say one week, whatever comes first) before releasing it to you by mail. <br />
<br />
<span style="font-weight: bold;">New version: 1.13</span><br />
<br />
So here's the history for the upcoming version 1.13 (hopefully):<br />
<br />
                <span style="font-weight: bold;">New</span><br />
			Debugging Particle Properties<br />
			Slow motion in the editor<br />
			Math Operator<br />
			MBEditorEnabledScript<br />
			MBSyncToCursor2D script<br />
			MBRotateAxis script<br />
			Copy&amp;Paste for all curves<br />
			Added behaviour mode (attract,freeze,kill,reflect) to zones<br />
			Added arc range limitation to EmitterType's Random2D heading mode<br />
			Added MBParticle.HasUserData and MBParticle.HasUserDataValue<br />
			MBUtility.DrawGizmoArc now supporting optional radius parameter<br />
			MBUtility.Get<br />
			Now supporting scale on Magical Box GameObjects<br />
                        (from 1.12) Added MBLayer.RenderQueue<br />
<br />
		<span style="font-weight: bold;">Changes</span><br />
			UI overhaul<br />
			MBParticleSystem.AutoPlay now defaults to true<br />
			Zone parameters now skip calculation when Attraction==0<br />
<br />
		<span style="font-weight: bold;">Fixes</span><br />
			Several minor fixes and code improvements<br />
          	        (from 1.12) Fixed Prefab publishing<br />
 <br />
<span style="font-weight: bold;">What's up for the next version</span><br />
<br />
Just one word: <span style="font-weight: bold;">Mobile support!</span> <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
Cheers<br />
<br />
Jake]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
First I'd like to talk about the version confusion (1.10? 1.11? 1.12?). This is mainly caused by the fact that we're forced to increase the version number when resubmitting to the Assetstore. As we're waiting to get 1.10 (now: 1.12) published on the Assetstore, we were working on the next "real" version. As it's release becomes foreseeable, we decided to don't bother our Avangate customers with new versions every few days and wait till we got something really new.<br />
<br />
We're sorry to produce such a mess, but we couldn't foresee our struggle with the AssetStore. It got worse by the fact that the effects shown in the new gallery won't work with the current Assetstore (1.02) version, so we try to sort this out asap. <br />
<br />
This is today and it's version is 1.13 for now and already sent to the Assetstore team. This time we'll wait until the AssetStore submission is completed (up to say one week, whatever comes first) before releasing it to you by mail. <br />
<br />
<span style="font-weight: bold;">New version: 1.13</span><br />
<br />
So here's the history for the upcoming version 1.13 (hopefully):<br />
<br />
                <span style="font-weight: bold;">New</span><br />
			Debugging Particle Properties<br />
			Slow motion in the editor<br />
			Math Operator<br />
			MBEditorEnabledScript<br />
			MBSyncToCursor2D script<br />
			MBRotateAxis script<br />
			Copy&amp;Paste for all curves<br />
			Added behaviour mode (attract,freeze,kill,reflect) to zones<br />
			Added arc range limitation to EmitterType's Random2D heading mode<br />
			Added MBParticle.HasUserData and MBParticle.HasUserDataValue<br />
			MBUtility.DrawGizmoArc now supporting optional radius parameter<br />
			MBUtility.Get<br />
			Now supporting scale on Magical Box GameObjects<br />
                        (from 1.12) Added MBLayer.RenderQueue<br />
<br />
		<span style="font-weight: bold;">Changes</span><br />
			UI overhaul<br />
			MBParticleSystem.AutoPlay now defaults to true<br />
			Zone parameters now skip calculation when Attraction==0<br />
<br />
		<span style="font-weight: bold;">Fixes</span><br />
			Several minor fixes and code improvements<br />
          	        (from 1.12) Fixed Prefab publishing<br />
 <br />
<span style="font-weight: bold;">What's up for the next version</span><br />
<br />
Just one word: <span style="font-weight: bold;">Mobile support!</span> <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
Cheers<br />
<br />
Jake]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Version 1.10 - 1.12]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=18</link>
			<pubDate>Fri, 02 Dec 2011 14:25:49 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=18</guid>
			<description><![CDATA[Hi everyone,<br />
<br />
we're happy to announce that - finally - Magical Box v1.10 is ready for shipment and will arrive in your mailbox or Assetstore soon . <span style="font-weight: bold;"> Please take your time to read at least this thread</span> - you really need to know about the changes. Of course everything is (like always) documented in the online docs...but...you're reading those docs, do you?<br />
<br />
So, here are the highlights (the full list of changes can be found <a href="http://mbdocs.fluffyunderware.com/history.html" target="_blank">here</a>):<br />
<ul>
<li>Layers (read on, explained below)</li>
<li>Publishing prefabbed effects</li>
<li>Optional Vertex normals support</li>
<li>Unity 3.4 usage without warnings<br />
</li></ul>
<br />
Before talking about layers, we want to talk about publishing/sharing ready made effects. We've added an easy to use menu option to package your ParticleSystem prefabs, taking care of all needed files and primarily of excluding engine files. So if you plan to share effects (like we do after this release), be sure to use this option only. Read about it <a href="http://mbdocs.fluffyunderware.com/publishing.html" target="_blank">here</a>!<br />
<br />
<span style="font-weight: bold;">Layers</span><br />
<br />
(Introduction from the Roadmap thread)<br />
<br />
<blockquote><cite>Quote:</cite>One of Magical Box key features is the ability to have several emitters within a single particle system (a.ka. a single mesh) for a bunch of reasons, mainly to reduce drawcalls and management overhead. The downside of this approach is the fact that a single mesh uses the same material(s) for all emitters. But what if we want an alphablended smoke emitter behind a fire emitter using an additive shader?<br />
<br />
We first thought about connecting Particle Systems somehow, but that would have felt like a workaround with too many limitations. So we sharpened our knifes, cut off the mesh from the particlesystem and put it into something new: a layer.<br />
<br />
What's a layer?<br />
<br />
Well, a layer contains and renders a mesh, so it has a MeshRenderer and a material assigned to it.<br />
Each particle system has at least one layer, but may have as much layers as you need. When doing emitters, you just decide for every emitter which layer it should use and you're done. So now our smoke emitter can use a layer "Alpha" (using an alphablending shader) and our fire renders to another layer "Additiv" (using an additive shader), all within the same particle system.</blockquote>
<br />
A picture says more than thousand words:<br />
<br />
<img src="http://mbdocs.fluffyunderware.com/scheme.png" border="0" alt="[Image: scheme.png]" /><br />
<br />
<span style="font-weight: bold;">Will the introduction of layers break existing particle systems?</span><br />
<br />
No, but you'll need to update them to use layers. This is done with a few clicks described in detail <a href="http://mbdocs.fluffyunderware.com/updating.html" target="_blank">here</a>.<br />
<br />
If you encounter any errors or other weirdness with v1.10, please let us know. <span style="font-weight: bold;">Also, we highly appreciate a review of Magical Box in the AssetStore!</span><br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Update:</span><br />
<br />
v1.11 &amp; v1.12 fixed small bugs and added Renderqueue settings to layers.<br />
</span><br />
Bye bye and..eehm...merry FX-mas <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
Jake]]></description>
			<content:encoded><![CDATA[Hi everyone,<br />
<br />
we're happy to announce that - finally - Magical Box v1.10 is ready for shipment and will arrive in your mailbox or Assetstore soon . <span style="font-weight: bold;"> Please take your time to read at least this thread</span> - you really need to know about the changes. Of course everything is (like always) documented in the online docs...but...you're reading those docs, do you?<br />
<br />
So, here are the highlights (the full list of changes can be found <a href="http://mbdocs.fluffyunderware.com/history.html" target="_blank">here</a>):<br />
<ul>
<li>Layers (read on, explained below)</li>
<li>Publishing prefabbed effects</li>
<li>Optional Vertex normals support</li>
<li>Unity 3.4 usage without warnings<br />
</li></ul>
<br />
Before talking about layers, we want to talk about publishing/sharing ready made effects. We've added an easy to use menu option to package your ParticleSystem prefabs, taking care of all needed files and primarily of excluding engine files. So if you plan to share effects (like we do after this release), be sure to use this option only. Read about it <a href="http://mbdocs.fluffyunderware.com/publishing.html" target="_blank">here</a>!<br />
<br />
<span style="font-weight: bold;">Layers</span><br />
<br />
(Introduction from the Roadmap thread)<br />
<br />
<blockquote><cite>Quote:</cite>One of Magical Box key features is the ability to have several emitters within a single particle system (a.ka. a single mesh) for a bunch of reasons, mainly to reduce drawcalls and management overhead. The downside of this approach is the fact that a single mesh uses the same material(s) for all emitters. But what if we want an alphablended smoke emitter behind a fire emitter using an additive shader?<br />
<br />
We first thought about connecting Particle Systems somehow, but that would have felt like a workaround with too many limitations. So we sharpened our knifes, cut off the mesh from the particlesystem and put it into something new: a layer.<br />
<br />
What's a layer?<br />
<br />
Well, a layer contains and renders a mesh, so it has a MeshRenderer and a material assigned to it.<br />
Each particle system has at least one layer, but may have as much layers as you need. When doing emitters, you just decide for every emitter which layer it should use and you're done. So now our smoke emitter can use a layer "Alpha" (using an alphablending shader) and our fire renders to another layer "Additiv" (using an additive shader), all within the same particle system.</blockquote>
<br />
A picture says more than thousand words:<br />
<br />
<img src="http://mbdocs.fluffyunderware.com/scheme.png" border="0" alt="[Image: scheme.png]" /><br />
<br />
<span style="font-weight: bold;">Will the introduction of layers break existing particle systems?</span><br />
<br />
No, but you'll need to update them to use layers. This is done with a few clicks described in detail <a href="http://mbdocs.fluffyunderware.com/updating.html" target="_blank">here</a>.<br />
<br />
If you encounter any errors or other weirdness with v1.10, please let us know. <span style="font-weight: bold;">Also, we highly appreciate a review of Magical Box in the AssetStore!</span><br />
<br />
<span style="color: #FF0000;"><span style="font-weight: bold;">Update:</span><br />
<br />
v1.11 &amp; v1.12 fixed small bugs and added Renderqueue settings to layers.<br />
</span><br />
Bye bye and..eehm...merry FX-mas <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
Jake]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[waterfall effect]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=17</link>
			<pubDate>Sat, 19 Nov 2011 10:35:13 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=17</guid>
			<description><![CDATA[Hello,<br />
<br />
Any news from the next release ???<br />
Any news from the explosion effect ???<br />
<br />
How to make the best waterfall effect with magical box ???<br />
<br />
Thanks for your help.<br />
6R]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
Any news from the next release ???<br />
Any news from the explosion effect ???<br />
<br />
How to make the best waterfall effect with magical box ???<br />
<br />
Thanks for your help.<br />
6R]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to play it from JS?]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=16</link>
			<pubDate>Sun, 25 Sep 2011 15:22:26 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=16</guid>
			<description><![CDATA[Ok, now i have an excellent particle system..<br />
How do i start playing it from some JS script? Can you just give me a simple example, like<br />
<br />
var MB : MBParticleSystem; &lt; and i drop a particles i jus created on here in editor..<br />
<br />
function Start() {<br />
    MB.Play();<br />
}<br />
<br />
I know this is not it, but can somebody please point me in the right direction? <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[Ok, now i have an excellent particle system..<br />
How do i start playing it from some JS script? Can you just give me a simple example, like<br />
<br />
var MB : MBParticleSystem; &lt; and i drop a particles i jus created on here in editor..<br />
<br />
function Start() {<br />
    MB.Play();<br />
}<br />
<br />
I know this is not it, but can somebody please point me in the right direction? <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[requires PRO? works with iOS?]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=15</link>
			<pubDate>Sun, 18 Sep 2011 13:21:03 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=15</guid>
			<description><![CDATA[hi, this looks like an awesome plugin!<br />
but few classic questions before i buy it.. does it require PRO? does it work with iOS (iPad in my case..)?<br />
this should really be in the main description in asset store..<br />
<br />
and having to register on your forum is really annoying.. instead you should use unity forum aswell for the support. if i didnt really need this plugin i wouldnt bother and you would loose a potential customer.]]></description>
			<content:encoded><![CDATA[hi, this looks like an awesome plugin!<br />
but few classic questions before i buy it.. does it require PRO? does it work with iOS (iPad in my case..)?<br />
this should really be in the main description in asset store..<br />
<br />
and having to register on your forum is really annoying.. instead you should use unity forum aswell for the support. if i didnt really need this plugin i wouldnt bother and you would loose a potential customer.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Roadmap]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=14</link>
			<pubDate>Thu, 11 Aug 2011 19:42:04 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=14</guid>
			<description><![CDATA[Hi there, news from the fluffy stuff <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
first we'd like to introduce the new features coming with v1.10, which we will release in the next days. We did some major changes/additions, hence the version jump from 1.02 to 1.10!<br />
<br />
One of Magical Box key features is the ability to have several emitters within a single particle system (a.ka. a single mesh) for a bunch of reasons, mainly to reduce drawcalls and management overhead. The downside of this approach is the fact that a single mesh uses the same material(s) for all emitters. But what if we want an alphablended smoke emitter behind a fire emitter using an additive shader?<br />
<br />
We first thought about connecting Particle Systems somehow, but that would have felt like a workaround with too many limitations. So we sharpened our knifes, cut off the mesh from the particlesystem and put it into something new: <span style="font-style: italic;">a layer</span>.<br />
<br />
What's a layer?<br />
<br />
Well, a layer contains and renders a mesh, so it has a MeshRenderer and a material assigned to it.<br />
Each particle system has at least one layer, but may have as much layers as you need. When doing emitters, you just decide for every emitter which layer it should use and you're done. So now our smoke emitter can use a layer "Alpha" (using an alphablending shader) and our fire renders to another layer "Additiv" (using an additive shader), all within the same particle system.<br />
<br />
We also focused on streamlining the pipeline when working with prefabbed and packaged particle systems or emitters.<br />
<br />
What's in the future?<br />
<br />
After releasing v1.10 we will focus on creating some effect bundles, starting with a series of explosions (due to popular demand <img src="images/smilies/cool.gif" style="vertical-align: middle;" border="0" alt="Cool" title="Cool" /> ). And yes, these bundles will be free of charge.<br />
<br />
Cheers]]></description>
			<content:encoded><![CDATA[Hi there, news from the fluffy stuff <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
first we'd like to introduce the new features coming with v1.10, which we will release in the next days. We did some major changes/additions, hence the version jump from 1.02 to 1.10!<br />
<br />
One of Magical Box key features is the ability to have several emitters within a single particle system (a.ka. a single mesh) for a bunch of reasons, mainly to reduce drawcalls and management overhead. The downside of this approach is the fact that a single mesh uses the same material(s) for all emitters. But what if we want an alphablended smoke emitter behind a fire emitter using an additive shader?<br />
<br />
We first thought about connecting Particle Systems somehow, but that would have felt like a workaround with too many limitations. So we sharpened our knifes, cut off the mesh from the particlesystem and put it into something new: <span style="font-style: italic;">a layer</span>.<br />
<br />
What's a layer?<br />
<br />
Well, a layer contains and renders a mesh, so it has a MeshRenderer and a material assigned to it.<br />
Each particle system has at least one layer, but may have as much layers as you need. When doing emitters, you just decide for every emitter which layer it should use and you're done. So now our smoke emitter can use a layer "Alpha" (using an alphablending shader) and our fire renders to another layer "Additiv" (using an additive shader), all within the same particle system.<br />
<br />
We also focused on streamlining the pipeline when working with prefabbed and packaged particle systems or emitters.<br />
<br />
What's in the future?<br />
<br />
After releasing v1.10 we will focus on creating some effect bundles, starting with a series of explosions (due to popular demand <img src="images/smilies/cool.gif" style="vertical-align: middle;" border="0" alt="Cool" title="Cool" /> ). And yes, these bundles will be free of charge.<br />
<br />
Cheers]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Version 1.02]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=13</link>
			<pubDate>Sun, 31 Jul 2011 11:08:19 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=13</guid>
			<description><![CDATA[Version 1.02 is released!<br />
<br />
<span style="font-weight: bold;">New:</span><ul>
<li>Editor Event Binding: MBSendMessageTarget.</li>
<li>Vector Emitter types : Line, Polygon</li>
<li>Mesh Emitter types : Vertex, Edge, Surface</li>
<li>Additional heading modes: Random2D, Random3D, MeshNormal<br />
</li></ul>
<span style="font-weight: bold;">Fixes:</span><ul>
<li>Several minor code improvements and fixes<br />
</li></ul>
<br />
The <a href="http://mbdocs.fluffyunderware.com/history.html" target="_blank">version history</a> in the online documentation provides links to the new features.<br />
<br />
Avangate customers will get the new version by mail within the next minutes, the AssetStore version is pending approval.<br />
<br />
For 1.03 we've planned to rebuild our material management to ease the development of effects that use different shaders simultaneous.]]></description>
			<content:encoded><![CDATA[Version 1.02 is released!<br />
<br />
<span style="font-weight: bold;">New:</span><ul>
<li>Editor Event Binding: MBSendMessageTarget.</li>
<li>Vector Emitter types : Line, Polygon</li>
<li>Mesh Emitter types : Vertex, Edge, Surface</li>
<li>Additional heading modes: Random2D, Random3D, MeshNormal<br />
</li></ul>
<span style="font-weight: bold;">Fixes:</span><ul>
<li>Several minor code improvements and fixes<br />
</li></ul>
<br />
The <a href="http://mbdocs.fluffyunderware.com/history.html" target="_blank">version history</a> in the online documentation provides links to the new features.<br />
<br />
Avangate customers will get the new version by mail within the next minutes, the AssetStore version is pending approval.<br />
<br />
For 1.03 we've planned to rebuild our material management to ease the development of effects that use different shaders simultaneous.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[and then ???]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=12</link>
			<pubDate>Tue, 26 Jul 2011 10:10:34 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=12</guid>
			<description><![CDATA[Sorry about this but I have a "stupid" question :<br />
I could make a nice star effect using some parameters BUT how to insert this "magical box particle effect" now on MY game ???<br />
<br />
I can't see it when I click on the Play button of Unity3D (not the MB play button !). In the game and scene view by editing the parcticle magical box, all is ok !<br />
BUT when I run the game (Unity3D button) nothing on the screen !?!<br />
<br />
If I export a prefab from MY particle effect, how to make it work in MY other game ??? What script do I need to add on my hierarchy and on which object ? Main Camera ?<br />
<br />
Could you help me, please ? It's very important because I actually can't do anything with MY particle prefab !?!  <img src="images/smilies/blush.gif" style="vertical-align: middle;" border="0" alt="Blush" title="Blush" /><br />
<br />
6R]]></description>
			<content:encoded><![CDATA[Sorry about this but I have a "stupid" question :<br />
I could make a nice star effect using some parameters BUT how to insert this "magical box particle effect" now on MY game ???<br />
<br />
I can't see it when I click on the Play button of Unity3D (not the MB play button !). In the game and scene view by editing the parcticle magical box, all is ok !<br />
BUT when I run the game (Unity3D button) nothing on the screen !?!<br />
<br />
If I export a prefab from MY particle effect, how to make it work in MY other game ??? What script do I need to add on my hierarchy and on which object ? Main Camera ?<br />
<br />
Could you help me, please ? It's very important because I actually can't do anything with MY particle prefab !?!  <img src="images/smilies/blush.gif" style="vertical-align: middle;" border="0" alt="Blush" title="Blush" /><br />
<br />
6R]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[only an image particle example ?]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=11</link>
			<pubDate>Mon, 25 Jul 2011 14:01:46 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=11</guid>
			<description><![CDATA[Hi Jake,<br />
<br />
I would like to know (maybe a tutorial ? A video tutorial ?) how to use an image particle only !?! Like yours with the colored Unity3D logo from the "Demo Beginning" BUT not all the other things which make me confused...<br />
How does it work from scratch if I want to use MY picture ???<br />
<br />
thanks<br />
6R]]></description>
			<content:encoded><![CDATA[Hi Jake,<br />
<br />
I would like to know (maybe a tutorial ? A video tutorial ?) how to use an image particle only !?! Like yours with the colored Unity3D logo from the "Demo Beginning" BUT not all the other things which make me confused...<br />
How does it work from scratch if I want to use MY picture ???<br />
<br />
thanks<br />
6R]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[gizmo doesn't appear !?!]]></title>
			<link>http://forum.fluffyunderware.com/showthread.php?tid=10</link>
			<pubDate>Fri, 22 Jul 2011 16:17:56 +0000</pubDate>
			<guid isPermaLink="false">http://forum.fluffyunderware.com/showthread.php?tid=10</guid>
			<description><![CDATA[Hello from France,<br />
<br />
I'm fascinated by your magical box !!!<br />
The demos are great, especially the jelly one !<br />
<br />
I have questions :<br />
* Could you help me because the gizmos does'nt appear on the scene (even with the gizmo button down !!!) ? I can't see the circle or rectangle shape !?!<br />
* How to do (big or small) explosions ? Could you add a video about this, please ?<br />
<br />
I'm not disappointed at all with this buying and it will give some life to my projects...<br />
<br />
thanks<br />
6R]]></description>
			<content:encoded><![CDATA[Hello from France,<br />
<br />
I'm fascinated by your magical box !!!<br />
The demos are great, especially the jelly one !<br />
<br />
I have questions :<br />
* Could you help me because the gizmos does'nt appear on the scene (even with the gizmo button down !!!) ? I can't see the circle or rectangle shape !?!<br />
* How to do (big or small) explosions ? Could you add a video about this, please ?<br />
<br />
I'm not disappointed at all with this buying and it will give some life to my projects...<br />
<br />
thanks<br />
6R]]></content:encoded>
		</item>
	</channel>
</rss>
