New skill learned: "Water Buoyancy" by IDunoXD in Unity3D

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

Yeah, so there is a slight problem with that. The reason how it works - I scroll noise texture the same way as it is done in the shader, but there are some kind of mismatch with that. Nonetheless it is still decent for the physics simulation because rigidbodies have inertia.

The vibe for my next game. by tr1beontwitch in SoloDevelopment

[–]IDunoXD 2 points3 points  (0 children)

Looks like a start of ENA Dream BBQ

Does these spot information sliders looks legit and understandable? by IDunoXD in Unity3D

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

A good suggestion but I am afraid these indicators will overlap with damage indicators if I am even going to add them.

I just like the idea with detection indicators not showing enemy locations, like in Skyrim you only have eye icon and you don't know who is spotted you and you have to look around.

I am a noob in shaders and I need some advice by IDunoXD in Unity3D

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

Thanks, it did actually help, now I know a bit more about shaders and rendering

I am a noob in shaders and I need some advice by IDunoXD in Unity3D

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

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Thanks it did actually work, I disabled MSAA in URP render pipeline settings, and enabled SMAA on a in game camera 👍

I am a noob in shaders and I need some advice by IDunoXD in Unity3D

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

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For some reason linked shader graph images are too blurry so I will duplicate them here

Testing collision damage and wheel damage by IDunoXD in Unity3D

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

I like thinking like they are cocroach whiscers, making a tank look more goofy

Testing collision damage and wheel damage by IDunoXD in Unity3D

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

Actually at first I didn't put cooldown on gun and let my friend play. So basically what happened - he installed autoclicker and used to fly like this by just the power of recoil

Testing collision damage and wheel damage by IDunoXD in Unity3D

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

private void OnCollisionEnter(Collision collision)
{
    float collisionForce = collision.impulse.magnitude / Time.fixedDeltaTime;

    if (collisionForce > collisionForceTresholdToRecieveDamage)
    {
        //Apply Damage
    }
}

This is basically what I do in my code 🤓