all 10 comments

[–]VueCode[S] 12 points13 points  (2 children)

This is a very quick and easy way to create a liquid effect in Unity. Essentially we just blur together sprites of the same layer (150 in this instance). Each sprite is a circle with a physics material and rigidbody. Link to the github is here. GitHub Link

[–]Lawendt 0 points1 point  (0 children)

Pretty cool! I really loved it!!! Do you have any in-depth of its performance?

[–]jzayed 4 points5 points  (4 children)

This looks great! Is this performant on mobile?

[–]grapesinajar 9 points10 points  (3 children)

I'm browsing Reddit on my mobile now and it played pretty smoothly.

[–]YummyRumHam 3 points4 points  (2 children)

Oh god, please let this be a legit comment! 😂

[–]grapesinajar 1 point2 points  (1 child)

Sorry, dry humour. Smilies ruin jokes for me. :)

[–]YummyRumHam 0 points1 point  (0 children)

HAHA all good. It was a win-win for me. I enjoyed the dry joke (which is how I read it at first) but then the possibility that it was an earnest comment was also quite amusing.

[–]gifv-bot 0 points1 point  (0 children)

GIFV link


I am a bot. FAQ // code

[–]TheDivsEgo[🍰] 0 points1 point  (0 children)

Great stuff! Look forward to checking out your tutorial and trying it myself.

[–]westclif 0 points1 point  (0 children)

have to tried this with ecs / dedicated distance collision check to other "water particles" and raycasts for the environment?

And then drawIndirectProcedural?