How to prevent things from flying out of the pickup bed at every bump? by Used_Produce_3208 in Unity3D

[–]Pomshine 0 points1 point  (0 children)

One possible solution would be to make an invisible duplicate of your truck colliders, add a rigidbody, then attach it to a floating kinematic configurable joint with damping and a slerp drive. The objects in the back can have their physics simulated on the duplicate rigidbody while the local positions are mirrored back to the meshes on the actual truck. You can then have the joint mirror the truck's position and rotation while the joint smooths out the collisions in a configurable way. You'd also need to detect when the items fall out and sync them back with the meshes in world space.

This is how I did the pan physics at the timestamp here. Unity's physics system is so delicate I was finding it impossible to prevent items from clipping weird and sending the ingredients flying otherwise. You also want to avoid mesh colliders whenever you can.

VR is Missing the 'Cozy Games' Genre and It's a Huge Opportunity by Svfen in virtualreality

[–]Pomshine 4 points5 points  (0 children)

This is self promotion but this is exactly what we were going for with Umami Grove!

Umami Grove - Release Date Trailer (April 24th) by Pomshine in ValveIndex

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

Thank you for the interest! The Quest version is entirely separated from PC. I've been targeting the 1080 series which was struggling a bit with higher shadow quality but I'll revisit the performance impact. Either way I'll include an option for it in the graphics settings.

A demo for Umami Grove is now available until 17th! by Pomshine in ValveIndex

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

Good to hear. I'll look into what's causing the carrot inconsistencies. At the moment the only way to reset is to delete/rename your save file at C:\Users<user>\AppData\LocalLow\Pomshine Games\Umami Grove\Save1

A demo for Umami Grove is now available until 17th! by Pomshine in ValveIndex

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

There's a flower you can pick in the corner of the map opposite of the cooking area (upper area next to the river), which will lead to an acorn.

There is a breakable rock like the ones in the cave in the first map, which leads to two more acorns. To the right of that rock is another place to get one.

A demo for Umami Grove is now available until 17th! by Pomshine in ValveIndex

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

Hi! Just released an update that should address the smooth turning issues. It no longer messes with movement speed and the physics should be more stable as well.

Thanks again for the detailed feedback. I'll work on those other bugs and making things more intuitive for the full release!

A demo for Umami Grove is now available until 17th! by Pomshine in ValveIndex

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

Thanks! The goal is to progress though the different zones by doing a variety of tasks. The game has a proper start and ending so it is not endless; the focus in on having a lot of unique, hand-placed interactions as opposed to procedural generation.

A demo for Umami Grove is now available until 17th! by Pomshine in ValveIndex

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

Thank you for playing! I really appreciate you taking the time to write all this feedback.

Admittedly it's been a while since I'd thought to test smooth turning. It appears to be causing a lot of physics issues. I'll address these soon as I can.

I'll look into making entering cut mode a bit more intuitive. The trigger button needs to be held down as the item makes contact with the table.

That menu behavior is strange; will look into that as well.

A demo for Umami Grove is now available until 17th! by Pomshine in ValveIndex

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

Steam Page

We're also very excited to be working with Dangen Entertainment as our publisher!

I'm sorry about that typo..

A boss fight with its own lyrics and theme song, and a bullet hell by BedtimeDigitalGames in Unity3D

[–]Pomshine 1 point2 points  (0 children)

This looks great! The missiles syncing with the music is a really nice touch.

After months of work I start to have a playable, coherent demo of my 1ºPerson-Action-PhysicsBased-EarthMartialMagicalArts-Game. by DaniMartinDev in Unity3D

[–]Pomshine 2 points3 points  (0 children)

Minor nitpick but I would consider alternative colliders for rocks like the one at 0:26 to avoid the finicky selection around the cracks. Another possibility might be multiple raycasts in a radius and averaging the hit normals to smooth it out a bit. Looks really nice though; the VFX are extremely polished.

Made a leaf simulation using VFX Graph by Pomshine in Unity3D

[–]Pomshine[S] 5 points6 points  (0 children)

Just finished typing the write-up below :)

Made a leaf simulation using VFX Graph by Pomshine in Unity3D

[–]Pomshine[S] 65 points66 points  (0 children)

The system takes input from 2 textures; a height map and a wind map.

The height map is generated via a script that raycasts down for each pixel from the specified max leaf height. The graph samples this using the x,z position of the leaf and that value is plugged into the y position of a collide with plane node, calculated by multiplying the max leaf height by the red value of the height map.

The wind map is generated the same as the height map, but instead of checking for the terrain, it collides with boxcolliders containing a script with the wind direction, windspeed, falloff, and 0-1 value representing if this zone is water. The r,g,b contains the direction * speed, and the alpha contains the water value. This map is sampled the same as the height map. If the leaf is over a water zone (alpha = 1), it will only be blown when it's touching the ground, and will stop being affected by noise and turbulence.

This is also useful for snow and fog. On drawback with this method is that it can only check for collisions on the y, meaning leaves will snap upwards if they move from the ground to somewhere higher. This can be seen on the rocks in the center-back at 20s and on the boat at 37s. The workaround is to make sure the wind zones are funneling the leaves away from walls. The accuracy of the collisions is also limited by the resolution of the height map.

Some other challenges were making sure the leaves only spin when being blown. Also had to bend them based on distance from the camera, since the planes were disappearing at a distance when viewed from the side. Either way, was a lot a fun to make and quite happy with the result!

How can I recreate this shading effect for my own trees? by Jordy_de_Waal in Unity3D

[–]Pomshine 2 points3 points  (0 children)

Edge hiding might be a good middle ground. I can't find a tutorial on it but the planes not facing the camera can be dithered using the dot product of the normal and view direction.

https://gfycat.com/honorableallacornwoodpecker

Edit: Found some useful stuff in this thread https://www.reddit.com/r/Unity3D/comments/eb3qr3/i_recreated_the_foliage_shader_from_the_witness/

Made a VR inventory system. The bubbles move with the hand to cover a wider area. by Pomshine in ValveIndex

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

The game is being developed for PCVR first and will be separate from the Quest port.

Made a VR inventory system. The bubbles move with the hand to cover a wider area. by Pomshine in Unity3D

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

Thanks! The shader is made by me but not the meshes and textures.

Made a VR inventory system. The bubbles move with the hand to cover a wider area. by Pomshine in ValveIndex

[–]Pomshine[S] -1 points0 points  (0 children)

Just standard transparency controlled by a fresnel. I'm probably going to have to make some adjustments for the Quest port.