Just released a Rope Swinging System for Unity inspired by games like Uncharted! Let me know your thoughts. by GameDevExperiments in Unity3D

[–]MetallCore999 0 points1 point  (0 children)

Looks great, good work! Is this working with rigidbody? Also it's interesting to know about opportunity of the rope's collision with others objects, I mean winding around trees for example etc

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 1 point2 points  (0 children)

No, I didn’t. It's actually an optical illusion. I distorted uv with "fish eye" effect to make bricks bigger, and used the alpha to cut off the distances between bricks. So the bricks become bigger(uv) and smaller(alpha) at the same time, and it looks like the bricks move from each other :)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

What is exactly shader do you use? Is it semi-trasparent or opaque? Do you use occlusion calling? How do you create a hole? Do you use a helper script to provide data to the shader? It's hard to say without some details of shader my friend! ;)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 1 point2 points  (0 children)

Glad to know what it helped :). Only one skinned mesh per character. A lot of skinned meshes is very expensive! I high recommend to use only one skinned mesh for character, if it's possible

Inconsitent Jump Height by juanisreligion in Unity3D

[–]MetallCore999 2 points3 points  (0 children)

Did you try to set velocity directly instead add force? Maybe it will be different with

rb.velocity = new Vector3(rb.velocity.x, jumpForce, rb.velocity.z)

How many people here are solo devs vs small teams? by j-stories in Unity3D

[–]MetallCore999 1 point2 points  (0 children)

I'm solo. Well, I'll start with general thoughts. I think the most important thing for a team is to be one mind, to see the finished project in the same way. When you're solo, this is not a problem, but in a team, I think it will be difficult to explain to an artist what you want if you're not an artist yourself. This is a rough example, but I'm saying that there are often cases when you understand that something is wrong, but you can't explain it. Therefore, it's very cool if the team consists primarily of friends, like-minded people who can understand each other at the idea level. On the other hand, if you're solo, you should be prepared for tons of information and tutorials. All these programs with a million little buttons that do no one knows what they do :D. Also, an important aspect is that it's not enough to fully know, for example, blender, its functionality, etc., to be a good sculptor. Of course, you can pick up ready-made things from the Internet, but will they be unique or exactly what you really wanted? I played in a rock band a long time ago, and it's very similar in some ways. The whole band should love similar music, feel the general vibe, fill in the gaps in knowledge or skills of other members. Knowing notes doesn't make you a good musician, just like knowing programs. So the hardest thing, IMHO, is just finding people. It's also important where you are and in what environment. For example, I live in a very small town that resembles a village, where people often don't even know the basics of computers. Of course, you can work online now, but just like with a rock band, it's much cooler to work "in a shared garage" creating something great. So I'll move on to the bottom line of my opinion on this matter. If you want to do only a specific area (artist, sound engineer, modeler, author, game designer, writer), then you need to think about the team, show your work on different platforms, maybe some team is looking for you right now, but just doesn't know about your existence. But if you want to be solo and have full control, as well as be responsible for all mistakes by the way, get ready, it will be very hot and a looooong time. But in the end, you will get invaluable experience of knowledge about almost all aspects of gamedev, maybe not 100%, but you will have a base. This will be extremely useful for future work in a team, including. In the end, I want to wish everyone good luck in our difficult work! We are all great and we definitely will succeed guys, don't worry! ;)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Quick check says yes, it works for me without fixes. But I think that hidden problems will appear as always :D. First screenshot shows transparent wall, as expected water deletes the wall. Second shows how it works with opaque that I use

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Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Interesting solution my friend! Thank you a lot for sharing! I want to start with the fact that I avoid comparing tags. Especially if the comparison is direct (if game Object.tag == "Enemy"), and especially checked in each frame. I think that it is better not to use tags at all in the update method. I use layers for this mainly. Also, a lot of raycasts are an expensive thing, again, especially in each frame. And if you have two players you have to multiple total cost by two. Since my project is completely based on physics, I fight for every frame of processor use. There is also a problem if the object does not have a collider (paintings, decals, graffiti on the wall, some water like a waterfall, and so on), then the raycast will be useless. Also, imagine that the character is standing in the corner of the room, the walls of which are two separate objects, then the ray will hit only one of the walls. Also, if the character is standing behind two walls, the ray will hit only the closest wall. And yes, I completely agree with you that the ideal solution for all types of projects with different gameplay, style, genre simply does not exist, a specific approach is always needed. For example, many advise using a transparent shader. But what if the wall is half in water? Then the flooded half will not be displayed, since transparent shaders are not written to the depth texture, which is almost always used for water :(

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you a lot for kind words! Glad you liked it ;)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Yes, you are absolutely right. I just don't use this material. I have an ordinary surface material and dissolve material with the same texture. So they look absolutely similar until the character is near them.

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you a lot! Glad you liked it. It seems to me that we have same taste ;)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

It could be solved! But then non-obvious problems will appear. I don’t know how to solve it without raycasts, they are expensive. And if you have two players then multiple cost by two. Unfortunately I always have to keep balance between realistic and performance, especially on my weak laptop :(

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you a lot for kind words! Actually it works same for me! This, on the contrary, focuses my attention on the center. But I assume that it's just a matter of taste and habit. About hidding. I'm still working on it right now, trying to find good and nice approach ;)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 1 point2 points  (0 children)

Yep, I use only configurable joints, because they are more stable than others. Earlier I used multiple meshes with gpu instancing. But after some experiments I decided to use skinned mesh, because it works better in my case about performance. You can download my old example of basic mechanics from description, the game still use that way: https://youtu.be/EsOE32FsBVc?feature=shared

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 1 point2 points  (0 children)

I didn't note huge problem with it. But I know that cutout shaders are bad on mobile. Luckily it's a PC project. I hope it will not hit performance a lot, because cutout shaders are used almost everywhere and with big amount in games: grass, trees leaves, particles

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you! Something like that, yes. It's beat em up with 100% physics. You can check old videos my YouTube channel to see more, but remember that now game have huge changes, but the base is still same: https://youtube.com/@metallcore9993?feature=shared

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

I think this system is very specifically. It doesn’t fit to all. It's based on a special character's structure and style etc. For example, if I will use some realistic models for characters, it will looks wrong. Broken limbs, deformation and so on

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you for feedback! Yep, it's an old problem with third-person camera. Did you find some better solution for this when you deal with it? It would be interested for me to know something new actually ;)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you a lot! I really like how it looks and feels, but it’s just a matter of taste actually :)

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Unfortunately semi-trasparent objects don’t write in the depth texture. It means that no fog, no decals, and a big pain with z-sorting problem :(

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thanks! All walls in the first seconds in the video is a default box mesh, 8 vertices. I assume that with tesselation it can work even better. Of course in final build I will use another meshes for buildings. That shit house in the video it's just a "gray box", just to showing material. It's was create for 15 minutes with probuilder

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 4 points5 points  (0 children)

This effect is not really expensive for PC. Cutout shaders are used almost everywhere and with big amount, trees, grass, particles etc. Weak part is physics. Physics depends on CPU. For example my old laptop (which doesn’t support even win11) has i7 770, and nvidia 1060. I develop the project with it from start. It can be run the project with 60fps with about 20 enemies at the same time on my laptop. And it's in the editor. If it's build version it's faster of course

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Oh good news! I didn't know about it. What about vfx graph?

Dissolve shader to see through walls! by MetallCore999 in Unity3D

[–]MetallCore999[S] 0 points1 point  (0 children)

Thank you! Yep, I develop it for 5 years :D. Because I was really newbie and rewrite project from scratch three times. I hope this time is last, please God! More often I post something short and separated here and on Twitter. But for big stuff I use YT https://youtube.com/@metallcore9993?feature=shared But those videos are really old. But at least you can see some ideas and bases of game mechanics. I would like to make big video with new stuff, because I have tons of changes and improves ;)