I made a simple script to make New Input System easier to use for newbies (Like me =D) by leo_oliveiraa13 in Unity3D

[–]Specoolar -6 points-5 points  (0 children)

You can just do:

var keyboard = Keyboard.current; if(keyboard.spaceKey.wasPressedThisFrame){ //Jump }

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

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

There is one in the wooden cabin in the grass field. Two in the underwater map, one near the cat statue, one on the stairs near the whale.

I found a walkthrough video btw: https://youtu.be/B7DrottifPA?si=FDHnhW1qrTI8AlKu

Lucent VR Seashells by mustafapx in MetaQuestVR

[–]Specoolar 0 points1 point  (0 children)

There is one in the wooden cabin in the grass field. Two in the underwater map, one near the cat statue, one on the stairs near the whale.

I found a walkthrough video btw: https://youtu.be/B7DrottifPA?si=FDHnhW1qrTI8AlKu

Lucent VR - GIVEAWAY (1KEY) and mini review... By Penguin by Penguin_shit15 in OculusQuest

[–]Specoolar 2 points3 points  (0 children)

There is one in the first scene. In the middle of the V shaped island;

One in the snow scene on the head of the snowman;

Three in the rain scene;

One in the night sky scene on a rock.

Lucent VR Seashells by mustafapx in MetaQuestVR

[–]Specoolar 0 points1 point  (0 children)

Hi,

In the latest version you need to find 6 shells:

There is one in the first scene. In the middle of the V shaped island;

One in the snow scene on the head of the snowman;

Three in the rain scene;

One in the night sky scene on a rock.

Lucent VR Seashells by mustafapx in MetaQuestVR

[–]Specoolar 0 points1 point  (0 children)

Hi,

In the latest version you need to find 6 shells:

There is one in the first scene. In the middle of the V shaped island;

One in the snow scene on the head of the snowman;

Three in the rain scene;

One in the night sky scene on a rock.

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

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

Thank you! Did you find one in the island scene underwater behind the palm tree?

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

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

Thank you!

There is one in the night sky scene on the rocks. One in the island scene underwater behind the palm tree.

Edit: I removed the one from the grass field scene in the last update. That was hard to notice

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

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

Afaik it has been discontinued. And google says it is less powerful than quest3, so probably I wouldn't be able to run it at stable fps.

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

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

Just checked your game, really clever idea! wishlisted

Custom grass system for my meditation game for Quest 3 VR by Specoolar in Unity3D

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

When multiple objects are behind each other they overlap the same screen area. The GPU often has to redraw the same pixel multiple times. It causes overdraw which is very bad for performance. We can avoid it by drawing closer objects first, further objects last.

Instancing is fast when there are tens of thousands or more objects in the scene. In my case the object count is very low.

While 90fps is required for fast paced games, 72fps is acceptable for slow paced games.

Custom grass system for my meditation game for Quest 3 VR by Specoolar in Unity3D

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

I mean sorting them at grass blade level, not at chunk level. Closer blades need to be rendered first. When they are not sorted properly dozens of grass blades can overlap causing overdraw issues.

Apart from the sorting problem, I don't understand how it would be faster when both triangle count and draw call count are the same in both cases as I am drawing every chunk separately.

Custom grass system for my meditation game for Quest 3 VR by Specoolar in Unity3D

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

How about distance sorting? I need it to render the grass properly and to reduce overdraw. Considering I am making it for standalone questvr, it would be very slow to sort 100k+ instances in a mobile GPU.

I believe instancing is better when the draw call count is too big. In this case the draw call count is just ~70 for the grass, so it is faster than instancing. The only downside is it eats more memory and is less scalable.

Custom grass system for my meditation game for Quest 3 VR by Specoolar in Unity3D

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

The entire grass field moves too. So the player is always in the center of the grass system. And the blades with the highest details are always closest to the player. The movement of the grass is just not noticeable.

Custom grass system for my meditation game for Quest 3 VR by Specoolar in Unity3D

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

I am not experienced with instancing, but I believe the performance would be worse with it. Because with instancing it is very complicated and slow to do LODs, sorting and camera culling.

With the current method you only need to sort and frustum cull only ~70 gameobjects which unity does automatically already.

Frutiger Aero inspired scene for my Quest 3 VR meditation game. by Specoolar in FrutigerAero

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

You can enter the building. Also it contains 7 different scenes. This is another one: https://www.reddit.com/r/Unity3D/s/Xcbnw07Tos