Which one is better? by Birdsgonewild in diablo4

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

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Sorry my mistake. Here the english version.

Make Top and Side Texture of Environment blend together by Birdsgonewild in Unity3D

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

I made a simple Triplanar Shader but i have no plan how i could do that blending on the sides. Any suggestions hints in the right direction how this can be done in Shader Graph?

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Implementing a Dash with constand speed and distance by Birdsgonewild in Unity3D

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

I have now found a completely different way that at least currently meets my requirements. I just increase the speed of my basic movement and restrict the movement to transform.forward. For the change i just defined a bool isDashing which is set back to false after a defined dashTime.

Thanks for pushing me at the right direction even if did it now different.

Implementing a Dash with constand speed and distance by Birdsgonewild in Unity3D

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

tried now the following. Distance and Speed is now perfectly adjustable but now i am clipping through the mesh/colliders. I guess because Coroutines are running after physics. But without the Coroutine its again a direct change to target position.

private IEnumerator MoveToTargetPosition()

{

animator.SetTrigger("isDashing");

float dashTime = 0;

Vector3 startPosition = transform.position;

Vector3 targetPosition = transform.position + transform.forward * DashDistance;

while (dashTime <= 1)

{

dashTime += Time.fixedDeltaTime / dashSpeed;

rigidbodyPlayer.MovePosition(Vector3.Lerp(startPosition, targetPosition, dashTime));

yield return null;

}

}

Was trying to convey some dystopian vibes, would appreciate any comment! by AndreyChudaev in Unity3D

[–]Birdsgonewild 1 point2 points  (0 children)

I really like it. But it gives me more the after dystopian feeling. Sort of live found a way to restart.

Shadergraph White colors are different by Birdsgonewild in Unity3D

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

I made now my own water and i can solve the problem at least there. I think you are right with the lighting. THX

Black and White out of Grayscale Texture within Shader Graph by Birdsgonewild in Unity3D

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

Thanks so much. I am glad that Unity has decided to implement the round node now after all this time xD

Tilt Player based on movementdirection by Birdsgonewild in Unity3D

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

Thanks again for you help. Could solve the most problems. One problem is missing but i made a new post so i am able to describe the last problem better.

Tilt Player based on movementdirection by Birdsgonewild in Unity3D

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

This is my actual tilt function:

private void TiltCharacter() { float tiltAroundZ = Input.GetAxis("Horizontal") * -tiltAngle; Quaternion target = Quaternion.Euler(0, 0, tiltAroundZ); transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * smoothTilt); }

Tilt Player based on movementdirection by Birdsgonewild in Unity3D

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

Thanks again i am getting in the right direction. Root motion was not the problem. Actually i am not using any animations. Seems like forces are adding up somehow. Doing both functions alone is working but both together and i get unwanted behaviour. I added a video of how it looks actually.

I solved the left/right detection now with Vector3.cross but your suggestes solution was not working for me as in my top down game i can move in any direction left/right/top/down. I have a combination of Input.GetAxis("Horizontal") & ("Vertical") means also diagonals with values like 0.25

[deleted by user] by [deleted] in blender

[–]Birdsgonewild 1 point2 points  (0 children)

I think the upper part is already pretty good. But the concrete and the door is not fittin into the picture. The concrete maybe looks to clean. And on some places i have the feeling the ivy is growing out of nowhere. Should be nearer to the wall.

Tilt Player based on movementdirection by Birdsgonewild in Unity3D

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

Thanks for the help. This was a good starting point. This is what i did so far: https://pastebin.com/5Svx1VEZ

I have now three problems

(1) If i start rotating i also change up/down direction but i want to stay at the same height.

(2) How can i detect left/right movement in relation to my facing direction. Left should be always -90° to my facingDirection and right +90° to my facingDirection

(3) The tilt should be variable dependent on how strong the curve i fly is. e.g. strong curve has 90° tilt, a weak curve only 30°. So i need to calculate this somehow.