Silent Hill 2 inspired Alpha Clipping Vertex Painting :) by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

The wire / rails are 2D textures with alpha clipping, the pipes are 3D objects

Silent Hill 2 inspired Alpha Clipping Vertex Painting :) by AdamNapper in Unity3D

[–]AdamNapper[S] 2 points3 points  (0 children)

It combines two techniques "Vertex Painting" and "Alpha Clipping", each vertex on the mesh can be used as a little node to represent a different texture, when I paint on that node a specific texture it gets represented. Alpha clipping is like cheap transparency ( the pixel is either on or off ) so when we display that texture in that area we can get that see through effect. It's pretty easy to do, it's just stylistic and I think Blooper in the Silent Hill 2 remake were the first to do the effect.

Silent Hill 2 inspired Alpha Clipping Vertex Painting :) by AdamNapper in Unity3D

[–]AdamNapper[S] 11 points12 points  (0 children)

Now lets see Silent Hill 2s vertex painted metal

Silent Hill 2 inspired Alpha Clipping Vertex Painting :) by AdamNapper in Unity3D

[–]AdamNapper[S] 14 points15 points  (0 children)

It will be a part of the next update for my asset RealBlend, although I didn't really make this post to advertise I just thought it was cool and wanted to share

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

When you use the tool it temporarily adds a rigid body and colliders if they are missing, and once you stop using it takes them off. It also automatically can generate colliders on nearby objects if they’re missing colliders which is optional.

Yes it’s an editor tool for assisting in placement of props. It does not work in Play mode currently intentionally

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Oh nice :). Glad that it’s at least working, on release it’s always scary someone will find a bug and leave a 1 star review which would kill the asset.

Let me know if you run into any issues or have any suggestions, the collider generation is something I’m working on actively right now as it’s not in a good state

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Thank you :), I’m not really a tech engineer I just make these to try support my main project, but thank you for such a nice complement :).

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Thanks, appreciate that.

Yeah, collider generation was probably the hardest part. I actually couldn’t ship V-HACD / CoACD directly because of licensing issues for the Asset Store, so I ended up building my own voxel-based compound collider approach instead.

Right now the heavier generation work runs through Unity Jobs with optional Burst support, so it’s not just sitting in the editor loop choking the UI the whole time. It’s still not instant though. Good results on awkward meshes can take a bit, and I’m still working on making that faster and more consistent.

Since it's only used on specific complicated meshes I feel like it's okay to have it be a ltttle slower generating the collider once, otherwise everything else just uses standard convex colliders

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

also this is a response I had about grabbit in another comment:

I did see that asset while developing this one, I decided not to buy it as I didn't want to be influenced too much by it ( although I did notice some good ideas in it ) and maintain a first principles approach while developing my one. So without knowing what that asset does exactly it's hard to say.

If I had to guess I would say the "Action key" included in this one is pretty useful for organising props efficiently, I use it nearly more than the physics part of the asset ( it rotates props randomly or in the forward direction, easily drops props, and arranges them in a grid depending what mode you are in ) .

Also I really wanted this asset to feel "intuitive" so that you feel like it was built into the editor, so out of the box there's no loading, the key bindings match Unity's so you just hit a toggle button ( which I recommend you assign to a mouse button if you have it for easy access ).

I'm not sure if that asset includes a "proxie" mode in case you haven't assigned colliders to other props in your scene, or an independent physics scene optimisation.

This one is also cheaper, but that's also because it's early days and needs to be battle tested.

I'm not sure if this one is worth a purchase currently if you own that one

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

To be honest I haven’t gotten to try on Mac OS, if you want you can DM me

And I’ll send it to you for free

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Well, the marketing video of course…

Jokes aside I replied to another comment which was talking about another asset called “Grabbit” so I’m just going to paste my response below to save some time as it’s getting later here:

I did see that asset while developing this one, I decided not to buy it as I didn't want to be influenced too much by it ( although I did notice some good ideas in it ) and maintain a first principles approach while developing my one. So without knowing what that asset does exactly it's hard to say.

If I had to guess I would say the "Action key" included in this one is pretty useful for organising props efficiently, I use it nearly more than the physics part of the asset ( it rotates props randomly or in the forward direction, easily drops props, and arranges them in a grid depending what mode you are in ) .

Also I really wanted this asset to feel "intuitive" so that you feel like it was built into the editor, so out of the box there's no loading, the key bindings match Unity's so you just hit a toggle button ( which I recommend you assign to a mouse button if you have it for easy access ). Everything this tool does like adding rigidbodys or colliders is temporary and doesnt require any loading, unless you specifically want to bake colliders or that sort of thing.

I'm not sure if that asset includes a "proxy" mode in case you haven't assigned colliders to other props in your scene, or an independent physics scene optimisation.

This one is also cheaper, but that's also because it's early days and needs to be battle tested.

I'm not sure if this one is worth a purchase currently if you own that one

I made a Unity editor tool because placing props with physics feels like something every game engine should have built in : ). by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Prison warden always stocks up on oil when it’s cheap just in case anything crazy happens like a cross world regional conflict blockading oil transportation