Thread: Unity and Mood Lighting
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September 24th, 2020, 19:40 #1
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Unity and Mood Lighting
Has any progress been made with Mood Lighting and Unity?
Not a deal breaker by any means, but my players do miss that feature, that the mood lighting of the UI would change dramatically depending on the environment, day/night etc
I used to use a Moodlighting mod in FG Classic
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September 24th, 2020, 19:53 #2
I haven't heard of any work being done on it or intending to be done on it until after full release.
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September 24th, 2020, 20:10 #3
Under the known differences thread it states that it has been deprecated.
Changes By Design
Any assets that you have purchased will be available via the Assets button. They are not actually loaded until they need to be displayed, so take up negligible memory until viewed/used. Please note that not all DLC products are available on FGU yet.
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Image lock client view has been deprecated.
Mood lighting has been deprecated.
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September 25th, 2020, 02:21 #4
It's an odd feature to kill...seems like it would be relatively easy to keep but I have no idea. I do miss it.
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September 25th, 2020, 18:15 #5
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I have found that if I beg and cry and complain, and whine enough ( like I did with Token Locking ) that my very annoying wheel sometimes gets greased
we miss this feature too, my players loved it when the background would go to twilight, and they are talking about the time of day and their plans without me saying anything about it.
It was very immersive.Last edited by DwightLee; September 25th, 2020 at 18:17.
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September 25th, 2020, 20:07 #6
It would be nice to know if it's a Unity/FG implementation technical issue and simply not possible. Or if it's just considered low priority and maybe someday we will see it again?
I'll survive either way but I'd love to know the "thinking" behind dropping that feature.
EDIT: Actually, I just found this...sounds like we might see it someday:
https://www.fantasygrounds.com/forum...l=1#post543079Last edited by DM_BK; September 25th, 2020 at 20:17.
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September 25th, 2020, 20:57 #7
Supreme Deity
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It's the fact that the old implementation wouldn't work in the new Unity implementation of the controls; and that we haven't investigated how we would even approach doing something like that in Unity yet.
It might be pretty easy or not; but a feature like this is a relatively low priority. Also, we're looking at eventually adding color filters to images (similar to FX layers) which we consider a higher priority, and may reflect on how/if we did overall tabletop filtering.
Regards,
JPG
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September 26th, 2020, 02:42 #8
Ah, cool. Thanks for letting us know. Here's hoping it makes in someday.
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September 26th, 2020, 08:21 #9
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Capturing the mood is very important. While it's understandable that the moodlets are low priority, immersive roleplaying is a high priority for some folks. I personally favor functionality over immersive story telling, these things are simply nice to have. I will say though with recent strides in this area in regards to other virtual tabletops, I would hate to see Unity get left behind on this front. LoS, Fog of War, FX layers, all fall in somewhere between functionality and immersing the player into the game. Players are capable of affecting the mood around a physical table, from low lighting to candle-lit games (which are great). Can't precisely capture that in a VTT, but can certainly stride towards it.
So definitely something i miss, and something I would certainly want back at some point, be it new iteration or a combination of the old.My 2E WFRP Blog - https://periloustales.wordpress.com/
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October 17th, 2020, 20:31 #10
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Yes, now that we have working Token Locking ( and working really well ) Mood Lighting is the thing I miss about Classic the most, in the process of re-writing and line of sighting my original Homebrew campaign, and man I do miss the mood lighting, I have notes all through the campaign showing which mood to change to.
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