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URP Near Camera Fade Materials – Dither Effect in Unity

In this lesson on how to create a near camera fade material, I will show you how to use the Universal Render Pipeline and Shader Graph in Unity to create a material that fades when an object gets near to a camera. This is a game mechanic that is found in almost every third-person video game. This mechanic is used so that even if an object gets in between the player’s avatar and the camera the player will still be able to see their avatar.

Unlock Code and Member Content

using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" && Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i < senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

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Rate My App – Cross Platform Native Plugins: Essential Kit

Download

Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Rate My App CPNP2
0:22 Overview
1:19 Setup
1:53 Usage and Code

The Rate My App service gives you the ability to ask your audience to review and rate your game. Getting reviews from your users will allow you to receive feedback from those that play your game. This will also help with boosting your game on the app stores.

IG_RateMyApp.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VoxelBusters.EssentialKit;

public class IG_RateMyApp : MonoBehaviour
{
    public static void DisplayRateApp()
    {
        RateMyApp.AskForReviewNow();
    } 
}
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Sharing – Cross Platform Native Plugins: Essential Kit

Download

Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Share CPNP2
0:20 Overview
1:29 Setup
1:45 Usage and Coding

In this lesson on how to use the Cross Platform Native Plugins 2, I will show you how to use the Sharing and Rate My App services. Adding Sharing to your app is vital to the growth of your audience. User to user sharing is the best way to get the word out and get your game noticed.

IG_Sharing.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VoxelBusters.EssentialKit;

public class IG_Sharing : MonoBehaviour
{
    [SerializeField] string textMessage;
    [SerializeField] string imageName;


    public void ShareText()
    {
        ShareSheet shareSheet = ShareSheet.CreateInstance();
        shareSheet.AddText(textMessage);
        shareSheet.SetCompletionCallback((result, error) =>
        {
            Debug.Log("Share Sheet was closed. Result code: " + result.ResultCode);
        });
        shareSheet.Show();
    }

    public void ShareTextWithScreenshot()
    {
        ShareSheet shareSheet = ShareSheet.CreateInstance();
        shareSheet.AddText(textMessage);
        shareSheet.AddScreenshot();
        shareSheet.SetCompletionCallback((result, error) =>
        {
            Debug.Log("Share Sheet was closed. Result code: " + result.ResultCode);
        });
        shareSheet.Show();
    }


    public void ShareImage()
    {
        Texture2D texture = Resources.Load<Texture2D>(imageName);

        ShareSheet shareSheet = ShareSheet.CreateInstance();
        shareSheet.AddImage(texture);
        shareSheet.SetCompletionCallback((result, error) =>
        {
            Debug.Log("Share Sheet was closed. Result code: " + result.ResultCode);
        });
        shareSheet.Show();
    }
}