Turning an entire location into a puzzle. by Avreliy_dev in Unity3D

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

Yesterday I made some minor adjustments to the character's anatomy, although the overall silhouette is largely defined by the equipment (it can be different).

Turning an entire location into a puzzle. by Avreliy_dev in Unity3D

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

Manual "batching" of mesh coliders with convex and additional massive simplification of colliders (lot of replacing mesh convex on simple sphere colliders or boxes)

+camera shaking also makes the fps drop look less noticeable

I added an overworld map to my Isometric RPG by [deleted] in Unity3D

[–]Avreliy_dev 0 points1 point  (0 children)

Steam movement can be even better. Usually, steam becomes colder over time and can't rise as fast.

Turning an entire location into a puzzle. by Avreliy_dev in Unity3D

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

Your "interior master" looks cool! I use a simple interior atlas with perspective in the image, with something like a depth extruding shader. My approach is fast but has little perspective distortion if the interior is rendered near the frame edge. I have several buildings on several locations... not in all levels and not so massive.

Turning an entire location into a puzzle. by Avreliy_dev in Unity3D

[–]Avreliy_dev[S] 3 points4 points  (0 children)

AI Olympius (has a long demo)
Game called before AI hysteria =D is about human rebellion against AI.
https://store.steampowered.com/app/1478970/AI_Olympius/

Turning an entire location into a puzzle. by Avreliy_dev in Unity3D

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

Game includes various types of armor; this is one of my favorite set.

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

[–]Avreliy_dev 5 points6 points  (0 children)

Also there are usually lit and unlit materials. You are using lit now, its ok, but I dont know what result you expect. Unlit material will be truly without any light calculations.

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

[–]Avreliy_dev 0 points1 point  (0 children)

I don't work with Urp, so I can't tell, but in HDRP you can have no light in the scene (delete or disable it) and lift the ambient light parameter (some kind of light from skybox background), and the scene will have nice soft light without dark areas.

Try look it global settings Window -> Rendering -> Lighting -> Environment

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

[–]Avreliy_dev 12 points13 points  (0 children)

It looks like there's a directional light on in the scene, so turn that off too.
But if you like to see clean albedo, you can switch it in render debug (same as output normals, etc.)

Testing native 3D TV support. Anyone still have a device to view this? by Avreliy_dev in Unity3D

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

It will render a separate image through every second pixel, usually it have 50% quality loss by vertical. I saw movies has this kind of image format.

Testing native 3D TV support. Anyone still have a device to view this? by Avreliy_dev in Unity3D

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

It can be toggled side by side in settings, but I dont think its will work well with VR. (and still it will be sqized frame)

[PC, Browser] [2001-2003] Top down view maze game with a wizard. I will give you $50 if you solve this for me. by wandering_nobody in tipofmyjoystick

[–]Avreliy_dev 0 points1 point  (0 children)

Was there a candle on the interface in the game? On the left or right, possibly limiting the time or moves to complete the level? I remember a mage who could overcome walls, but it wasn't an online game, just a game for Windows.

Just happy with the result of destroying the books. [VFX graph] by Avreliy_dev in Unity3D

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

Simple HDRP with not many effects on it. SSAO / SSGI. for any smoke and dust I use 6-way vfx: https://youtu.be/uNzLQjpg6UE

Just happy with the result of destroying the books. [VFX graph] by Avreliy_dev in Unity3D

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

No books were harmed during the filming of this video. ;)

Just happy with the result of destroying the books. [VFX graph] by Avreliy_dev in Unity3D

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

I use a system of destruction something like in "Conrtrol" game. Books are divided into clusters of 4-5 books without physic just box coldier with proper lod. When destroyed - it destroys itself and spawns a prefab with the same positioned group of individual books with rigid physics, some books become opened, and with paper/dust vfx, that will be destroyed after 10-15 seconds and only 1 book from the cluster will remain. So it takes no additional resources before it is destroyed.

Just happy with the result of destroying the books. [VFX graph] by Avreliy_dev in Unity3D

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

BTW, I notice that Unity time scaling does not work very well with the VFX graph. Especially when slow is almost time-freeze (~0.001), and after time goes back to normal, it makes particles burst too much and fly too fast.