I think this a really cool asset! Let me know what you think! :) 🔥NEW BLACK FRIDAY SALE!: bit.ly/UnitySalesHub 🔥SpeedTutor Unity Store: bit.ly/STUnityStorePuzzlePacks 🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
hey! I'm having a bit of an issue, it says the RenderPassPvent does not contain a definition for BeforeRenderingPrePasses, how could I fix that? the renderer feature isn't even showing in the add renderer feature tab
Před rokem+4
Change BeforeRenderingPrePasses to BeforeRenderingPrepasses in the script
i dont know why but when i import it i get this error Assets\Unity-URP-Outlines-main\Outlines\Scripts\RendererFeatures\ScreenSpaceOutlines.cs(58,17): error CS0246: The type or namespace name 'RendererList' could not be found (are you missing a using directive or an assembly reference?) can anyone help me with that?
That's annoying, I don't know what to suggest as it's not my creation but all I can suggest is some of the more popular outline shaders on the asset store. As they're more featured. Sorry I can't be of more help!
Say I wanted 4 different outline colors for 4 different conditions, how might I achieve this? Can I change the outline per gameobject? Do I need 4 layers? How do I change the color in code?
i have some lines on the edges of the screen (they are not supposed to be there), they seem to be mirroring from the opposite sides of my screen. Can anybody help me fix it?
Very cool! Can you use it to highlight objects on mouse over for example? When the object is detected, put the object on the outline layer, if mouse goes off the object, put the object on the default layer for instance.
Hey. Using Unity 2021.3.15f1. When I add the files to my project I don't get the option for the screen space outlines when adding a renderer feature. Any help or ideas why would be appreciated EDIT: Got it working, I copied the code by hand because I wanted to see how it worked somewhat and realised I made a typo. Now it works but when I add the renderer feature the whole scene just goes grey. It looks like it just removes all the data of the renderer, as if I click in the Universal Render Pipeline Asset after adding ScreenSpaceReflections to the Renderer Data there are just no settings anymore in the Asset
But how do you get global volumes to work with the rendering features? For example, applying bloom (from global volume) after the outlines render feature I don't see any way how to do that
Hey, thanks for helping me out and pointing to your video! lol, this is exactly what I need. One thing I wonder if you could help me with, my tree leaves are on curved planes with textures that make bits of it transparent, so the outline goes around these invisible planes instead of the leaves. Do you know how i could fix this? I asked my graphics guy if he could just cut the mesh down, but if there's an easier way that'd be great.
Oh I really couldn't say about that one. MAYBE if you got one of the outline shaders from the asset store which takes transparent objects into account but for this one I'm not sure about that. You'd most likely have to make a custom mesh in a 3D program of the shape of the leaves and do it that way.
The Screen Space Outline don't have Outline occluder Mask Layer now :(. I want my I only want to activate the outline when the player is behind any object ;(
Hello, thanks for video. How can I make outlines for a few types of objects? I made two (Screen space outlines feature) with another layers and color but works only one.
Really cool ! But I got problems too: Every object with the Outline layer attached isn’t viewable in the game. In Vorwort everything works fine but in game view nothing with this layers will get rendered
Sadly this isn't something I can help with, as I'm not the developer but there are some great (reasonably priced) outline shaders on the Unity store which will fix any particular issues you'd face! :)
Hey , thank you for those amazing outline , in playmode in the viewport it work but i dont know why but when i build my game i see my UI but the rest go full of grey (unity 2021 .3.1) , i would love to use that in my game , is it because im using global volume ?
Seem cool however I'm using the Universal Render Pipeline in 2d and there's no rendering path option for me so I can't figure out how to actually display the outline, any help?
I'm not sure about this one because it has limitations in how it was built, can you create a new URP project as a 3D project but use 2D features within that?
I separated my 'outlined' and 'non outlined' objects into separate layers, but the shader is still being projected onto all objects in the scene. How can I fix this? Also, is it possible to assign a different color to each object?
Hello this is fantastic but i have one problem though. It seems the outline scale is dynamic, the more I dezoom the bigger the outline gets. Any way to get a constant width for the outline?
it's a screen space effect, there is no relationship with the geometry. you can only perhaps fake it by taking into account distance from the camera and updating the thickness accordingly.
Very Cool. Important problem though, I used this, works great for the most part, but when I build the project the splashscreen never goes away. I remove the screenspace outline and the problem goes away, I add it back and the problem comes back. Anyone got clues as to why?
@@SpeedTutor just says build complete with a result of ‘succeeded’. Unless there’s another place I should be looking. It only happens with custom render features like this, but not the default ones. Been troubleshooting for hours. It happens on every project I try this with. I’ve tried exporting to another computer and get the same result. The UI (menu buttons) in the opening scene does appear over the splash screen background, but the actual scene is blocked by the splash screen. Continuing to the next scene does not remove the splash screen, and I can see the first level UI (tutorial text) above the splash screen, but the menu UI (menu buttons) does not disappear. I’ve also fiddled with countless URP settings to no avail. But I do understand that this is kind of an unheard of problem.
You've got to remember that the malware company dropped said installer in 2015. The only reason it had malware was because 3rd parties got hold of it and used it to inject the software. Not entirely the companies wrong doing.
I think this a really cool asset! Let me know what you think! :)
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i cant get the option Screen Space Outline :( can you help me?
It's pretty good. I use an outline by another developer but for what it is. There's a lot of use for it
What do you use? :o
@@SpeedTutor I am using Quick Outline.
THANK YOU. FINALLY AN OUTLINE SHADER THAT WORKS!!!!!!! FUCK YEAH
Awesome, I'm really glad it works for you :D
Oh hey look it's Jammo!
Haha, hey there! Jammo is one of a kind, thank you very much! :)
That is looking good. Thanks for shared!
No worries at all! :)
Thank you - awesome walkthrough
You're very welcome! :D
This script gives an error with unity 2020.3 . On line 192 193 BeforeRenderingPrePasses is spelled incorrect. Should be BeforeRenderingPrepasses.
Excellent!Very helpfull to me, thanks for sharing.
You're very welcome! :D
Thank You ❤❤
You're welcome 😊
hey! I'm having a bit of an issue, it says the RenderPassPvent does not contain a definition for BeforeRenderingPrePasses, how could I fix that? the renderer feature isn't even showing in the add renderer feature tab
Change BeforeRenderingPrePasses to BeforeRenderingPrepasses in the script
i dont know why but when i import it i get this error
Assets\Unity-URP-Outlines-main\Outlines\Scripts\RendererFeatures\ScreenSpaceOutlines.cs(58,17): error CS0246: The type or namespace name 'RendererList' could not be found (are you missing a using directive or an assembly reference?)
can anyone help me with that?
i got the same error, did you fix it somehow?
thanks man awesome. this outline effect have one problem though, when object is far away from camera the outline thickness doesn't change
That's annoying, I don't know what to suggest as it's not my creation but all I can suggest is some of the more popular outline shaders on the asset store. As they're more featured. Sorry I can't be of more help!
@@SpeedTutor ok no problem thank for the reply
Say I wanted 4 different outline colors for 4 different conditions, how might I achieve this? Can I change the outline per gameobject? Do I need 4 layers? How do I change the color in code?
I installed the asset but didn't get what to do cause I got shaders not URP
I'm not sure what you're saying?
i have some lines on the edges of the screen (they are not supposed to be there), they seem to be mirroring from the opposite sides of my screen. Can anybody help me fix it?
Very cool! Can you use it to highlight objects on mouse over for example? When the object is detected, put the object on the outline layer, if mouse goes off the object, put the object on the default layer for instance.
You could do exactly that! If you created a raycast to detect the object and then switch the layer! That would be a beautiful idea.
Would be better in this case to use a per object outlines approach, since it's not viable for having one layer per outline configuration/group.
Hey. Using Unity 2021.3.15f1. When I add the files to my project I don't get the option for the screen space outlines when adding a renderer feature. Any help or ideas why would be appreciated
EDIT: Got it working, I copied the code by hand because I wanted to see how it worked somewhat and realised I made a typo. Now it works but when I add the renderer feature the whole scene just goes grey. It looks like it just removes all the data of the renderer, as if I click in the Universal Render Pipeline Asset after adding ScreenSpaceReflections to the Renderer Data there are just no settings anymore in the Asset
did you fix the fact the screen go grey ? i got the same problem but only when i build
hey how you get the option screen space outline
But how do you get global volumes to work with the rendering features?
For example, applying bloom (from global volume) after the outlines render feature
I don't see any way how to do that
I'm not really sure about that one, it might be beyond the scope of the system sadly :(
Hey, thanks for helping me out and pointing to your video! lol, this is exactly what I need. One thing I wonder if you could help me with, my tree leaves are on curved planes with textures that make bits of it transparent, so the outline goes around these invisible planes instead of the leaves. Do you know how i could fix this? I asked my graphics guy if he could just cut the mesh down, but if there's an easier way that'd be great.
Oh I really couldn't say about that one. MAYBE if you got one of the outline shaders from the asset store which takes transparent objects into account but for this one I'm not sure about that. You'd most likely have to make a custom mesh in a 3D program of the shape of the leaves and do it that way.
@@SpeedTutor Okay, thanks anyway! I'll just trim the mesh down then :)
Good luck! :)
The Screen Space Outline don't have Outline occluder Mask Layer now :(. I want my I only want to activate the outline when the player is behind any object ;(
I'm not sure what to suggest, as it might not be supported in newer versions of Unity :(
Hello, thanks for video. How can I make outlines for a few types of objects? I made two (Screen space outlines feature) with another layers and color but works only one.
Having the same issue :(
When building the game and having this added to the URP the game only shows a gray screen. Removing it fixes it. Any ideas?
I wish I could give you more help but I've never tried to build out with this asset so it isn't something I could suggest for you.
Really cool ! But I got problems too: Every object with the Outline layer attached isn’t viewable in the game. In Vorwort everything works fine but in game view nothing with this layers will get rendered
Sadly this isn't something I can help with, as I'm not the developer but there are some great (reasonably priced) outline shaders on the Unity store which will fix any particular issues you'd face! :)
You just need to add the new layer to the camera Culling Mask.
Hey , thank you for those amazing outline , in playmode in the viewport it work but i dont know why but when i build my game i see my UI but the rest go full of grey (unity 2021 .3.1) , i would love to use that in my game , is it because im using global volume ?
I'm not really sure about that one, do you have any build errors in your build report?
same here, unity version: 2022.381f, just found out I can't build and run my game
Can't seem to get the outline to appear regardless of settings or layers.
It's completely broken. It doesn't even compile for Android it saying that it's missing screen space outline
Hi its not working on Android using Unity 2022.3.25f1. Can you please help me?
It might be worth contacting the developer as it may have not been a feature for the outline :)
@@SpeedTutor All good now
Seem cool however I'm using the Universal Render Pipeline in 2d and there's no rendering path option for me so I can't figure out how to actually display the outline, any help?
I'm not sure about this one because it has limitations in how it was built, can you create a new URP project as a 3D project but use 2D features within that?
I separated my 'outlined' and 'non outlined' objects into separate layers, but the shader is still being projected onto all objects in the scene. How can I fix this? Also, is it possible to assign a different color to each object?
@@StreamAvatars Been trying to figure it out and unfortunately no. I decided not to use it.
yep same issue for me also
Hello this is fantastic but i have one problem though. It seems the outline scale is dynamic, the more I dezoom the bigger the outline gets. Any way to get a constant width for the outline?
I'm not sure about that one, as I didn't develop the outline. Do any of the settings achieve the result you want?
it's a screen space effect, there is no relationship with the geometry. you can only perhaps fake it by taking into account distance from the camera and updating the thickness accordingly.
Is this tutorial outdated? I can't seem to find that particular renderer feature. There is one called "OutlineObjectFeature" though
I'm not sure about that one, I haven't used it recently - Thats the issue with free assets, they're not as actively supported.
Very Cool. Important problem though, I used this, works great for the most part, but when I build the project the splashscreen never goes away. I remove the screenspace outline and the problem goes away, I add it back and the problem comes back. Anyone got clues as to why?
Oh no, I'm slightly wrong. It happens if I add any render features, now I'm seriously lost.
Oh goodness, I'm not sure about that one. Maybe there are some errors in your build? Do you get anything in the log file?
@@SpeedTutor No console errors while building or running
But there might be a build error in the log, once you've actually built the game. I'm not sure, I'm really shooting in the dark :S
@@SpeedTutor just says build complete with a result of ‘succeeded’. Unless there’s another place I should be looking.
It only happens with custom render features like this, but not the default ones. Been troubleshooting for hours. It happens on every project I try this with. I’ve tried exporting to another computer and get the same result. The UI (menu buttons) in the opening scene does appear over the splash screen background, but the actual scene is blocked by the splash screen. Continuing to the next scene does not remove the splash screen, and I can see the first level UI (tutorial text) above the splash screen, but the menu UI (menu buttons) does not disappear.
I’ve also fiddled with countless URP settings to no avail. But I do understand that this is kind of an unheard of problem.
hi my friend!
Hey there! :D
Space Space outline?? 😂
Haha! Thanks for letting me know. I changed it! :P
I'd be more interested if Unity didn't get in bed with that malware company
You've got to remember that the malware company dropped said installer in 2015. The only reason it had malware was because 3rd parties got hold of it and used it to inject the software. Not entirely the companies wrong doing.