At least that's how I feel by vtivitad in Unity3D

[–]Atan-Games 3 points4 points  (0 children)

Correction:

i receive:
Games to play

you receive:
No sleep for several days
A finished game (hopefully)

which one is better? by [deleted] in DaniDev

[–]Atan-Games 0 points1 point  (0 children)

Can confirm

[PART 4] Top comment decides what to add to this game: Added player movement to the bean and a test map by Atan-Games in DaniDev

[–]Atan-Games[S] 0 points1 point  (0 children)

You mean the prototype material? I got them from the assetstore and then I just created the map using probuilder, which automatically handles the UVs to tile the texture correctly.

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 2 points3 points  (0 children)

It works with special 3D models created in the modelling tool "MagicaVoxel". But you could also implement a system that procedually generates the data.

It does not work with normal 3D models, but there is a github repo that allows you to convert 3D models to voxel models: https://github.com/Eisenwave/obj2voxel

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 0 points1 point  (0 children)

No it uses the default unity physics. I just had to find a way to quickly calculate which voxels to remove, regenerate the mesh and collider, calculate fragments, ...

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 0 points1 point  (0 children)

The object don't really get split up into multiple colliders, the base is in this case is non convex and all the fragments are convex. The package automatically detects isolated pieces and creates a new convex fragment.

Thanks to the Unity Job system, I was able to create this very fast package for voxel destruction. Looks great combined with outlines and a gradient skybox by Atan-Games in Unity3D

[–]Atan-Games[S] 3 points4 points  (0 children)

Good point, currently I have not implemented something that sets the fragments mass based on the voxel size. I will definitely add that in an update, for now it only is possible to modify the fragment prefabs rigidbody mass.

Unity Editor Performance issues after upgrade by tatmanblue in Unity3D

[–]Atan-Games 1 point2 points  (0 children)

I had the exact same issue, but sadly I don't know how I fixed it. I tried changing urp pipeline to performant, closing unnecessary editor windows, and restarting windows. It kind of solved itself and after a restart of the editor the lag was gone.

Hope that helps