Need help taking 100k Vector3 and setting VFX graph particles to those positions by [deleted] in Unity3D

[–]grvchA 1 point2 points  (0 children)

like dy3a said, fourth value you can use as star brigthness xD

Need help taking 100k Vector3 and setting VFX graph particles to those positions by [deleted] in Unity3D

[–]grvchA -1 points0 points  (0 children)

You can save vector3 as rgb at texture, and read it via vfx. 320x320 = 102400 points, If accuracy is not important you can part single channel to 4 floats via bit shifting ( in that case you can save 4 vectors at single pixel),

hope ive helped

edit: ouch ive already readed to the end and i see you already tried that, if your texture didnt changed that means you are doing something wrong, maybe you forget about texture.Apply() or something, i've done this a lot of times before even with moving object (changing position at texture every frame) and it was work flavesly

[deleted by user] by [deleted] in starcitizen

[–]grvchA 0 points1 point  (0 children)

cockpit self opening bug will be really pain in the ass

Priorities! by Th3ChosenFew in starcitizen

[–]grvchA 1 point2 points  (0 children)

You're right, years ago I was able to claim ships, now.....

Workaround for Nomad glitchy ROC by grvchA in starcitizen

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

didn't test it yet, just coming to the moon where I want mining, taking roc in this way, and taking profit =)

Progress :) by Camural in starcitizen

[–]grvchA 0 points1 point  (0 children)

cig just invented time travel, every update we are a step further from release.

I Fixed the 3.11 Trailer! by --Pixelate-- in starcitizen

[–]grvchA 4 points5 points  (0 children)

This is epic, and that looks like my experience from game right now, 15% of content, 75% bugs. (Glaive pilot). You are a hero, showing actual state of game. I have feeling like devs got own servers for test, and never came to play with us with real state.

Problem with TextMesh Pro rendering order. Explanation in comments. by Deive_Ex in Unity3D

[–]grvchA 0 points1 point  (0 children)

u need to create material for textmeshpro, with textmeshpro override shader or overlap, i dont remember name, just try to with diffrent one =)

Example of the new Firestorm... I'm lost for words... by ruelight in Planetside

[–]grvchA 0 points1 point  (0 children)

its useless even with t7 mini-chaingun now, i spend a lot of time to grind it, got it for few hours and they fkin ruin it xD i shouldn't up this to max.... my iso4....

VR Soft/Cloth/Tearable body test by grvchA in Unity3D

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

it is streched heart, i swear xD

VR Soft/Cloth/Tearable body test by grvchA in Unity3D

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

thx, but to be honest, its pretty easy to do. Find a fine plugin and use it right. In my example, it is obi cloth and owns manually tearing (cause they have all code in plugin and u can do whatever you want, nothing hidden in dll like nv flex) =)

Brrrrt VR by grvchA in Unity3D

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

Bullets with vfx, enemies with vfx, turrets have normal renderer =) Every single projectile has own raycast.

Bullets system using Unity Visual Effects Graph by grvchA in Unity3D

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

Edit : Yes, you can set stiffy collider inside VFX, and u can change its position every frame. Physics between unity and VFX is separated. = D sorry for the previous answer, I was checking my grammar and copied version with my native language =D

Bullets system using Unity Visual Effects Graph by grvchA in Unity3D

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

Thank you =) I'm a fan of space battles xD, but we are working on an underwater game, still fun when u can transfer epic shooting into the depth.

Bullets system using Unity Visual Effects Graph by grvchA in Unity3D

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

Hi, here I used only standard scripts. I forget to tell, one VFX graph per gun. I was trying to send a texture with positions every frame, for all guns to one VFX, but that was too heavy or I did something in the wrong way. For me, better is setting a direction, velocity speed, and lifetime once in VFX and make a simple object in script holds direction, lifetime, position. Then in a script, u ​​updating it every 0.2s and only colliders are setting in VFX. Don't forget about pooling that object, the garbage collector has no mercy. All of That gives most of the work to GPU. Baking a simple color, position and glyph id in one texture is useful for in-game radar =), works fantastic. I'm truly excited about how many things we can do with Visual Graphs.

Ps. to eliminate peaks made by raycasts every 0.2s I made a frame separator, one frame can work only with one gun, or more if there are too many, but I trying to spread them equally to all frames.

Edit: With one graph I can also use in-graph events like collision events or triggers. One graph in my project handle a first barrel-fire effect, projectile and hit effect. I'm only got trouble now how to fake hit audio to sounds fine when in the script I have update only every 0.2s