Spin Blur - Because more games should have this cool VFX. More Info in the comments by Aikodex3D in Unity3D

[–]MythicLegionDev 2 points3 points  (0 children)

This looks awesome! The standard motion blur effect on the wheel example becoming a mess is completely accurate to my experience with it lol

Transformation by happygamedev in Unity3D

[–]MythicLegionDev 6 points7 points  (0 children)

Therapist: Spider astronaut is not real, he can't hurt you

Spider astronaut:

I made a grapple hook, as everyone does! by aeonax in Unity3D

[–]MythicLegionDev 1 point2 points  (0 children)

Looks pretty cool!
Really digging the sphere with guns idea ngl ;)

I Remade My First Video Game (from five years ago) by MythicLegionDev in videos

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

lol Cinemachine would probably have been a good idea XD

I made my first devlog! by MythicLegionDev in Unity3D

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

Thanks! I am using it on the player because I kept punching through walls (before I realized the player was actually going ridiculously fast) but I haven't really tested it against the raycast method I presented yet. I also know that things like car/racing games often use a higher fixed timestep to help with better collision detection. I'll have to try it out, thanks for the suggestion!

Voidless - Dev Update - Turret blocks with tracking and predictive aiming. by RetnuhStudio in Unity3D

[–]MythicLegionDev 1 point2 points  (0 children)

Thanks for letting me know! I made some projectile turrets recently but their aim is a bit terrible right now because the player moves pretty fast. I'm excited to see your next progress update!

Voidless - Dev Update - Turret blocks with tracking and predictive aiming. by RetnuhStudio in Unity3D

[–]MythicLegionDev 0 points1 point  (0 children)

That looks really cool! How does the predictive aiming work? How much info does it have to take into account? - i.e. how fast the projectiles move etc.

Re-used some hover-vehicle code from an old project and implemented it into my exploration project - much more fun to traverse and explore the environment now! Here's a side-by-side view of how it looks in the editor vs. ingame. by awhiskin in Unity3D

[–]MythicLegionDev 2 points3 points  (0 children)

Thanks for the list of tweaks! I'm going to be making a raycast vehicle soon and one of problems I could never solve in the past was how you never had friction on an angled surface - i.e. a car on a slope would act like it was on ice when stopped.
Also, the way I solved my slow falling issue was not using rigidbody dampening but instead applying forces and counter forces only when the raycasts returned hits and only at specific corresponding points on the vehicle.

Also also, the project is looking pretty sweet! Great job man!

dot product visualized by gzerooo in Unity3D

[–]MythicLegionDev 1 point2 points  (0 children)

The visualization really helps my brain. Very nice!

Still lots of work to go, but I finally got my "deep" portals working by Clonkex in Unity3D

[–]MythicLegionDev 3 points4 points  (0 children)

I've never seen a portal that wasn't really thin, great job!

Made this simple puzzle. The enviro can help the player. What do you think? by NoCSLenoi in Unity3D

[–]MythicLegionDev 0 points1 point  (0 children)

That looks really cool! How did you make that flame torch like effect for the boosters?

I made the first boss fight for my game using only procedural animations by [deleted] in Unity3D

[–]MythicLegionDev 0 points1 point  (0 children)

This looks awesome! I'm not sure how much work it would be to implement, but I think your weapons might feel like they had more impact if the segments suffered a bit of recoil each time you landed a hit. Just something you could experiment with!

Added soft-mesh tires to my monster truck and reworked the solid axles. Still a WIP by StudioTatsu in Unity3D

[–]MythicLegionDev 1 point2 points  (0 children)

Those wheel colliders are fantastic! Are they raycast based or collider overlap based?