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Hyperventilator
September 10th, 2020, 19:20
Hi,

I recently migrated from Classic to Unity. When I have an image (a world map in this case) that doesn't have a grid layer, tokens placed on it still seem to snap to some invisible grid. The problem is, I can't place tokens accurately where I want them. Is this a feature, a bug, or a setting issue?

Bonus question: Is there really no /lighting command in Unity?

LordEntrails
September 10th, 2020, 19:52
MOD: Moved to FGU forum

Images in FGU always have an implied grid (unlike FGC). By default this is 100 pixels, but can be changed as desired. The grid will always be there, but it may not be displayed.

I believe Tokens always snap to one of the 9 snap points on the grid (vertices, midpoints, center), but not sure if there is an option to turn that off. You can always make the grid smaller so your placement resolution is more to your liking.

Correct, lighting command is not supported. See this thread for known differences; https://www.fantasygrounds.com/forums/showthread.php?50483

Hyperventilator
September 11th, 2020, 10:31
MOD: Moved to FGU forum

Images in FGU always have an implied grid (unlike FGC). By default this is 100 pixels, but can be changed as desired. The grid will always be there, but it may not be displayed.

I believe Tokens always snap to one of the 9 snap points on the grid (vertices, midpoints, center), but not sure if there is an option to turn that off. You can always make the grid smaller so your placement resolution is more to your liking.

Correct, lighting command is not supported. See this thread for known differences; https://www.fantasygrounds.com/forums/showthread.php?50483


Thank you for replying. How can I change the implied grid resolution? What if I create a grid layer - will there be two grids on top of each other?

I see that the mood lighting command is no more supported. No reason has been given, though. It's disappointing because I used it a lot.

The list you linked to is also hard to comprehend because it has not defined the terms it uses. I don't know what an image record or an asset is. So the list becomes confusing and worrying:


Assets can not be shared for viewing by other users; but all assets owned by players are now available any time they play.
Can I no longer share images to my players (are images assets)? Does every player need to buy their own copy of the PHB and the adventure I run? I really hope it isn't so.


Drag assets to existing image records, or onto image list to create an image record with that asset.

Files can no longer be dragged and dropped directly into Images list or Asset view.
Aren't these bullet points contradicting each other?

Zacchaeus
September 11th, 2020, 10:59
Yes, you can share images with players. No players don't need to own any DLC - you can share your PHB with your players. All that is the same as Classic.


Images work differently in FGU. In Classic an image was just that - all you could do with it was open it and look at it and share it. In FGC you added an image to your image folder and it would appear in your campiagn. In FGU images. tokens and portraits are all now 'Assets'; and you have access to all of those in any campaign even if you don't have the module open. Images can be used to create maps or layered over one another. It's a whole new way of doing things. See here for more information on Assets https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/951023/Using+the+Assets+Window+for+Tokens+Portraits+and+I mages and here for some more basic information https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/688291/Basic+Guides

As far as the grid is concerned unlock your image and click on the grid tool (top right) and you can change the size and colour of the grid using the tools there.

Hyperventilator
September 11th, 2020, 11:13
Yes, you can share images with players. No players don't need to own any DLC - you can share your PHB with your players. All that is the same as Classic.


Images work differently in FGU. In Classic an image was just that - all you could do with it was open it and look at it and share it. In FGC you added an image to your image folder and it would appear in your campiagn. In FGU images. tokens and portraits are all now 'Assets'; and you have access to all of those in any campaign even if you don't have the module open. Images can be used to create maps or layered over one another. It's a whole new way of doing things. See here for more information on Assets https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/951023/Using+the+Assets+Window+for+Tokens+Portraits+and+I mages and here for some more basic information https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/688291/Basic+Guides

Okay, thank you. I wasn't expecting another learning curve for the Unity-version.


As far as the grid is concerned unlock your image and click on the grid tool (top right) and you can change the size and colour of the grid using the tools there.

So this is the "implied grid", right? How does that and the grid layer that I put on top of battle maps interact with each other?

Hyperventilator
September 11th, 2020, 12:44
Images work differently in FGU. In Classic an image was just that - all you could do with it was open it and look at it and share it. In FGC you added an image to your image folder and it would appear in your campiagn. In FGU images. tokens and portraits are all now 'Assets'; and you have access to all of those in any campaign even if you don't have the module open. Images can be used to create maps or layered over one another. It's a whole new way of doing things. See here for more information on Assets https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/951023/Using+the+Assets+Window+for+Tokens+Portraits+and+I mages and here for some more basic information https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/688291/Basic+Guides

I don't know where to report these kinds of things, but the guide is kind of confusing in itself, too. When talking about adding maps, it tells you to use the portraits folder which I don't think is right :/

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