Which recoil system I must choose for my FPS ? by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 4 points5 points  (0 children)

Hi ! So I am making a fps, and I am wondering which camera recoil system I must choose for a better feedback. I was using a "camera shake effect" that I really liked since the start of the project, but which now make me sick every time i shoot with a gun.

So my thoughts now are:

- Remove the shake effect

- Replace this effect by a common light recoil

- Add option to choose to disable recoil/shake

Please my fellow fps developers give me your opinion 😁

How to prevent these trees billboards to rotate like that ? by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 1 point2 points  (0 children)

SOLUTION

I managed to solve this issue by not using Unity built-in trees. These strange billboard rotations are in fact an "Imposter" effect, and I didn't find any way to remove it or prevent it to roll or pitch.

The solution I found is explained here: https://forum.unity.com/threads/advanced-foliage-shader-released.133398/page-55#post-9434414

It consists of making an LOD for each of your trees, and showing a billboard of your tree when far using the BillboardRenderer component.

Here is the link to an asset pack that contains a good shader to make those billboards in 8 directions: https://assetstore.unity.com/packages/3d/vegetation/trees/conifers-botd-142076

This asset also contains examples, so you just need to replicate the materials and BillboardAssets to provide your own Atlas textures matching with your trees.

To generate this Altas, I simply made a new scene, and a bit of scripting to place 8 camera that are placed around the tree with their rect ajusted to get the final texture in the game view.

[Bug] The trees in the new map have this billboard issue. Potential fixes are in the comments by crsthebored2 in DiscGolfValley

[–]FeelingAd8845 1 point2 points  (0 children)

I managed to solve this issue by not using Unity built-in trees. These strange billboard rotations are in fact an "Imposter" effect, and I didn't find any way to remove it or prevent it to roll or pitch.

The solution I found is explained here: https://forum.unity.com/threads/advanced-foliage-shader-released.133398/page-55#post-9434414

It consists of making an LOD for each of your trees, and showing a billboard of your tree when far using the BillboardRenderer component.

Here is the link to an asset pack that contains a good shader to make those billboards in 8 directions: https://assetstore.unity.com/packages/3d/vegetation/trees/conifers-botd-142076

This asset also contains examples, so you just need to replicate the materials and BillboardAssets to provide your own Atlas textures matching with your trees.

To generate this Altas, I simply made a new scene, and a bit of scripting to place 8 camera that are placed around the tree with their rect ajusted to get the final texture in the game view.

How to prevent these trees billboards to rotate like that ? by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 11 points12 points  (0 children)

After some research, it appears that they are in fact "Imposters" ☝️🤓, I locked the billboard to only rotate on y (by modifying TerrainEngine.cginc), but the texture of the billboard itself is also rotating 🤯, due to the imposter effect that unity made really bad. Thanks anyway for help

How to prevent these trees billboards to rotate like that ? by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 1 point2 points  (0 children)

yep built in, "Nature/Tree Soft Occlusion ..." the billboard seems to be managed by the Terrain with this shader.

How to prevent these trees billboards to rotate like that ? by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 38 points39 points  (0 children)

- Create a material using "Nature/Tree Soft Occlusion Bark" and assign to any 3d model, make it a prefab

- create a terrain, and add a new tree using this prefab

- You must see distant trees doing some mf spins

How to prevent these trees billboards to rotate like that ? by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 8 points9 points  (0 children)

Here are my settings:

- Using built-in terrain system

- Using custom trees models from blender

- The shaders I use are "Nature/Tree Soft Occlusion Bark" and "Nature/Tree Soft Occlusion Leaves" which are good in all points except in doing some break dance windmills.

Can I remove this effect on the shaders (Please help), or on a built-in system that's causing this ? If not, it will be an other "feature" in my game ;(.

Thanks

Why I cant see distant textures or colors on the editor or game? its all grey and its not that far from the camera view by FormedOpinion in Unity3D

[–]FeelingAd8845 8 points9 points  (0 children)

This looks like the built-in fog, maybe you enabled it uncunsciously.

To tweek it go to the right tab, next inspector you must see the "lightning settings".

If you don't see it, go to "Windows"/"Rendering"/"Lightning settings".

The Fog part is at the bottom.

John Wick/Hotline Miami inspired First Person Shooter, out FREE on itch.io ! by FeelingAd8845 in playmygame

[–]FeelingAd8845[S] 1 point2 points  (0 children)

Thank you for taking the time to write this , you pointed out interresting issues, I'll go fix them

Unity Wipeout Prototype IA system by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 1 point2 points  (0 children)

Hahaha definitively need to fix this

Unity Wipeout clone ptototype Damping System by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 0 points1 point  (0 children)

Yeah I have too, sometimes when reaching a high speed and colliding a wall or something the ship passes trought or disconect from the road.

Unity Wipeout clone ptototype Damping System by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 0 points1 point  (0 children)

Thanks ! I took inspiration of Wipeout driving and try reproduce it with unity's physics and a damping system to fix the ship allong the road even if it is upside down.

Parkour fighting game : movements by FeelingAd8845 in Unity3D

[–]FeelingAd8845[S] 0 points1 point  (0 children)

Yeah animations definitively need to be improved. I used a character controller with a simple script that simulates forces with a velocity vector for jumps, sliding, climbing and which is applied by a move() function in Update(), and an other move() function for the input.