Using a Video as a texture

Warning! I have figured out this is super slow and there is a better way to do this!!!!

I didn’t realize it was so slow until I watched it run on someone else’s laptop. It was baaaaaad.

I found a better way to do this, which is export the animation frames as a series of jpegs, and in Unity, if you drag and drop all those frames into your game, it will automatically make an animation object. From that you can set up triggers to start and stop it. Fungus has a command that sets animation triggers you can use, but if you’re like me and doing way too much in Lua, I made this:

 

But for archive purposes I’ll just leave this post here.

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I was able to import animation made in clip studio into my Visual Novel!

These are the steps I took.

  1. I exported the animation I made from Clip Studio Paint as an AVI2.0 mp4 (AVI1.0 doesn’t work).
  2. Created a cube in Unity and made a Fungus view screen like you would for a background image and resized it to fit. I couldn’t get just a normal plain to work.
  3. Dragged and dropped the video from My Project folder to the cube so that it uses the video for the texture.
  4. It doesn’t play unless you also add a script to the cube.

    It plays the movie texture when the scene starts and I set the option for it to loop.

Hope someone finds this useful. I was jumping around the room when I figured this out.

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SimpleScript!

From what I’ve read of other visual novel developers and in game design in general, rapid prototyping will get you far. You can test your game, make changes easily and quickly without stressing out your writers with overly technical languages and unnecessary details. So I’ve created something that will help with that. I’ll call it SimpleScript for now.
Example use of SimpleScript
The new command is extended from ExecuteLua, so it’s pretty similar. The difference is that you can use a different syntax to write dialog faster, either within the provided text box or dragging and dropping a txt file into the SimpleScript TextAsset spot. If both are provided, it will run the TextAsset first and the contents of the TextBox second.

I’ve also allowed for inserting code blocks using Markdown’s standard three-backticks.

There’s still a lot of work to do on it, but since it’s still in the beginning stages of development, if you wanted something of your own in there or if you have any suggestions, let me know soon! Maybe I can add it.

Here’s what I have so far in the pull request.

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