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Question by ThePotatoDawg · Sep 16, 2018 at 09:48 AM · c#paintpaintingart

Drawn lines are dotted and incomplete if drawn too quickly!?

Hi guys,

I'm working on a game where players can spray paint walls and stuff. It works great, and although it's probably frowned upon, about 70% of the coding in this game came from the Ink Painter asset right here. https://assetstore.unity.com/packages/tools/particles-effects/ink-painter-86210

However, I am facing one issue. If you draw too quickly, the lines appear dotted and incomplete, like the link below.

https://imgur.com/tcj21AL

This is quite annoying, as spraying too quickly would be boring, plus the spray might be more sloppy.

I was wondering if anyone could help me with this issue. It's been bothering me for a couple days, and I just have no idea on how to fix it.

Below is the scripts which I believe are used to render the spray. ( I have modified them slightly. )

MousePainter.cs

 using UnityEngine;
 
 namespace Es.InkPainter.Sample
 {
     public class MousePainter : MonoBehaviour
     {
         /// <summary>
         /// Types of methods used to paint.
         /// </summary>
         [System.Serializable]
         private enum UseMethodType
         {
             RaycastHitInfo,
             WorldPoint,
             NearestSurfacePoint,
             DirectUV,
         }
             
         public Brush brush;
 
         [SerializeField]
         private UseMethodType useMethodType = UseMethodType.RaycastHitInfo;
 
         [SerializeField]
         bool erase = false;
 
         private void FixedUpdate()
         {
             if(Input.GetMouseButton(0))
             {
                 var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 bool success = true;
                 RaycastHit hitInfo;
                 if(Physics.Raycast(ray, out hitInfo))
                 {
                     var paintObject = hitInfo.transform.GetComponent<InkCanvas>();
                     if(paintObject != null)
                         switch(useMethodType)
                         {
                             case UseMethodType.RaycastHitInfo:
                                 success = erase ? paintObject.Erase(brush, hitInfo) : paintObject.Paint(brush, hitInfo);
                                 break;
 
                             case UseMethodType.WorldPoint:
                                 success = erase ? paintObject.Erase(brush, hitInfo.point) : paintObject.Paint(brush, hitInfo.point);
                                 break;
 
                             case UseMethodType.NearestSurfacePoint:
                                 success = erase ? paintObject.EraseNearestTriangleSurface(brush, hitInfo.point) : paintObject.PaintNearestTriangleSurface(brush, hitInfo.point);
                                 break;
 
                             case UseMethodType.DirectUV:
                                 if(!(hitInfo.collider is MeshCollider))
                                     Debug.LogWarning("Raycast may be unexpected if you do not use MeshCollider.");
                                 success = erase ? paintObject.EraseUVDirect(brush, hitInfo.textureCoord) : paintObject.PaintUVDirect(brush, hitInfo.textureCoord);
                                 break;
                         }
                     if(!success)
                         Debug.LogError("Failed to paint.");
                 }
             }
         }
     }
 }

Brush.cs

 using System;
 using UnityEngine;
 
 namespace Es.InkPainter
 {
     /// <summary>
     /// Class managing brush information.
     /// </summary>
     [System.Serializable]
     public class Brush : ICloneable
     {
         /// <summary>
         /// Color synthesis method.
         /// </summary>
         public enum ColorBlendType
         {
             /// <summary>
             /// Use the color set for the brush.
             /// </summary>
             UseColor,
 
             /// <summary>
             /// Use brush texture as it is.
             /// </summary>
             UseBrush,
 
             /// <summary>
             /// Use the intermediate color between the color of the brush and the color of the texture.
             /// </summary>
             Neutral,
 
             /// <summary>
             /// Only use the alpha value set for the brush.
             /// </summary>
             AlphaOnly,
         }
 
         /// <summary>
         /// Brush normal information synthesis method.
         /// </summary>
         public enum NormalBlendType
         {
             /// <summary>
             /// Use the value set for the brush.
             /// </summary>
             UseBrush,
 
             /// <summary>
             /// Add and synthesize.
             /// </summary>
             Add,
 
             /// <summary>
             /// Subtract and synthesize.
             /// </summary>
             Sub,
 
             /// <summary>
             /// Use the minimum value.
             /// </summary>
             Min,
 
             /// <summary>
             /// Use the maximum value.
             /// </summary>
             Max,
         }
 
         /// <summary>
         /// Brush height information synthesis method.
         /// </summary>
         public enum HeightBlendType
         {
             /// <summary>
             /// Use the value set for the brush.
             /// </summary>
             UseBrush,
 
             /// <summary>
             /// Add and synthesize.
             /// </summary>
             Add,
 
             /// <summary>
             /// Subtract and synthesize.
             /// </summary>
             Sub,
 
             /// <summary>
             /// Use the minimum value.
             /// </summary>
             Min,
 
             /// <summary>
             /// Use the maximum value.
             /// </summary>
             Max,
 
             /// <summary>
             /// Composite color information to RGB and height to A.
             /// </summary>
             ColorRGB_HeightA,
         }
 
         [SerializeField]
         private Texture brushTexture;
 
         [SerializeField]
         private Texture brushNormalTexture;
 
         [SerializeField]
         private Texture brushHeightTexture;
 
         [SerializeField, Range(0, 1)]
         public float brushScale = 0.1f;
 
         [SerializeField, Range(0, 360)]
         private float rotateAngle = 0;
 
         [SerializeField, Range(0, 1)]
         private float brushNormalBlend = 0.1f;
 
         [SerializeField, Range(0, 1)]
         private float brushHeightBlend = 0.1f;
 
         [SerializeField]
         public Color brushColor;
 
         [SerializeField]
         private ColorBlendType colorBlendType;
 
         [SerializeField]
         private NormalBlendType normalBlendType;
 
         [SerializeField]
         private HeightBlendType heightBlendType;
 
         /// <summary>
         /// Brush texture.
         /// </summary>
         public Texture BrushTexture
         {
             get { return brushTexture; }
             set { brushTexture = value; }
         }
 
         /// <summary>
         /// Brush's normal texture
         /// </summary>
         public Texture BrushNormalTexture
         {
             get { return brushNormalTexture; }
             set { brushNormalTexture = value; }
         }
 
         /// <summary>
         /// Brush height texture.
         /// </summary>
         public Texture BrushHeightTexture
         {
             get { return brushHeightTexture; }
             set { brushHeightTexture = value; }
         }
 
         /// <summary>
         /// The size of the brush.
         /// It takes a range from 0 to 1.
         /// </summary>
         public float Scale
         {
             get { return Mathf.Clamp01(brushScale); }
             set { brushScale = Mathf.Clamp01(value); }
         }
 
         /// <summary>
         /// Rotate angle of the brush.
         /// </summary>
         public float RotateAngle
         {
             get { return rotateAngle; }
             set { rotateAngle = value; }
         }
 
         /// <summary>
         /// Blending coefficient of normal information.
         /// It takes a range from 0 to 1.
         /// </summary>
         public float NormalBlend
         {
             get { return Mathf.Clamp01(brushNormalBlend); }
             set { brushNormalBlend = Mathf.Clamp01(value); }
         }
 
         /// <summary>
         /// Blending factor of height information.
         /// It takes a range from 0 to 1.
         /// </summary>
         public float HeightBlend
         {
             get { return Mathf.Clamp01(brushHeightBlend); }
             set { brushHeightBlend = Mathf.Clamp01(value); }
         }
 
         /// <summary>
         /// The color of the brush.
         /// </summary>
         public Color Color
         {
             get { return brushColor; }
             set { brushColor = value; }
         }
 
         /// <summary>
         /// Color synthesis method.
         /// </summary>
         public ColorBlendType ColorBlending
         {
             get { return colorBlendType; }
             set { colorBlendType = value; }
         }
 
         /// <summary>
         /// Brush normal information synthesis method.
         /// </summary>
         public NormalBlendType NormalBlending
         {
             get { return normalBlendType; }
             set { normalBlendType = value; }
         }
 
         /// <summary>
         /// Brush height information synthesis method.
         /// </summary>
         public HeightBlendType HeightBlending
         {
             get { return heightBlendType; }
             set { heightBlendType = value; }
         }
 
         public Brush(Texture brushTex, float scale, Color color)
         {
             BrushTexture = brushTex;
             Scale = scale;
             Color = color;
         }
 
         public Brush(Texture brushTex, float scale, Color color, ColorBlendType colorBlending)
           : this(brushTex, scale, color)
         {
             ColorBlending = colorBlending;
         }
 
         public Brush(Texture brushTex, float scale, Color color, Texture normalTex, float normalBlend)
           : this(brushTex, scale, color)
         {
             BrushNormalTexture = normalTex;
             NormalBlend = normalBlend;
         }
 
         public Brush(Texture brushTex, float scale, Color color, Texture normalTex, float normalBlend, ColorBlendType colorBlending, NormalBlendType normalBlending)
         : this(brushTex, scale, color, normalTex, normalBlend)
         {
             ColorBlending = colorBlending;
             NormalBlending = normalBlending;
         }
 
         public Brush(Texture brushTex, float scale, Color color, Texture normalTex, float normalBlend, Texture heightTex, float heightBlend, ColorBlendType colorBlending, NormalBlendType normalBlending, HeightBlendType heightBlending)
         : this(brushTex, scale, color, normalTex, normalBlend, colorBlending, normalBlending)
         {
             BrushHeightTexture = heightTex;
             HeightBlend = heightBlend;
             HeightBlending = heightBlending;
         }
 
         public object Clone()
         {
             return MemberwiseClone();
         }
     }
 }

Thanks in advance!

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Answer by myzzie · Sep 16, 2018 at 12:08 PM

Change FixedUpdate() to Update()

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avatar image ThePotatoDawg · Sep 17, 2018 at 07:26 AM 0
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It still is dotty and incomplete, regardless of whether I use FixedUpdate() or regular Update().

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