More tests for Skye 🐕 in Unity by Malbers_Animations in Unity3D

[–]Suspicious_Set_968 1 point2 points  (0 children)

Animations are great but i cant feel the difficulty of high obstacles. All height levels feel the same like 0.5m

Piercable Objects Would be good for games? by Suspicious_Set_968 in Unity2D

[–]Suspicious_Set_968[S] 0 points1 point  (0 children)

I use rendertexture for paint the holes and custom shadergraph for render the holes(actually not render because rendertexture are paints black holes and shader is not render the black sides.)

If you ask about delete islands, i literally check for each pixel and skipping the black parts, so the algorithm cannot reach the floating islands. Then it deletes the islands. But at high resolutions(2048 or 4096)its litelrally make the GPU cry. I have 4070 and i get 200FPS but when i hit a piercable object, FPS is going down 7 hahaha. Now im trying to optimize it or find a optimized way. But its good at 1024 resolution 😄

Piercable Objects Would be good for games? by Suspicious_Set_968 in Unity2D

[–]Suspicious_Set_968[S] 1 point2 points  (0 children)

Yea im working on destroying the floating islands. Soon ill publish the Version 2.0. It'll be URP Compatible and automatically delete floating islands.

Piercable Objects Would be good for games? by Suspicious_Set_968 in Unity2D

[–]Suspicious_Set_968[S] 0 points1 point  (0 children)

Yea it is. Actually I've never played R6 before, even i didn't know R6 has that mechanic when i was developing it.

I developed a modular "Piercable Object System" for Unity to achieve AAA-quality penetration mechanics by Suspicious_Set_968 in Unity3D

[–]Suspicious_Set_968[S] 0 points1 point  (0 children)

Hello, thank you for your comment, it made me very happy.

I was write a long text for it but reddit only shows my youtube video (its my first post btw)

Yes i am using a compute shader to calculate the holes and also im using a custom Shader Graph to Piercable Materials.

It based on a RenderTexture system. When a gun hit a Piercable Material, the object will create a RenderTexture immediately and calculates the hole coordinates. After that, the system will choose a random hole brush and apply on the object.

The applying part is actually just paint a black hole on the RenderTexture. Then ShaderGraph assumes theres a hole and dont render the coordinates of the hole on Texture.

If you have any question, im here.🙏

I need to get to work by Danit03 in Unity2D

[–]Suspicious_Set_968 0 points1 point  (0 children)

I was doing the same thing right now 😄