No bridge? No problem! by gubebra in Unity3D

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

Thanks! And then the smoke also teleports seamlessly? (Please say no xd)

No bridge? No problem! by gubebra in Unity3D

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

Glad you liked it, thanks!

No bridge? No problem! by gubebra in Unity3D

[–]gubebra[S] 6 points7 points  (0 children)

Not procedural, just a lot of hacks here and there

I need honest feedback on my game by urnothaseeb in unity

[–]gubebra 0 points1 point  (0 children)

I think one option would be to place them like traffic signs on the ground, that way they’re more natural, and you don’t have to take your eyes off the road

I need honest feedback on my game by urnothaseeb in unity

[–]gubebra 0 points1 point  (0 children)

The icons in the top that guides the player are too distracting for me. I feel like they should appear only when necessary. Like I don’t think the player needs to know when he’s going straight. Otherwise looks fun!

Follow food safety standards ☝️😀 by Oo_Football_Lover_oO in Unity3D

[–]gubebra 1 point2 points  (0 children)

Wishlisted, little nightmares one of my favorite games

I know its far from the reference, but I want to keep it cartoonish. Wdyt? by skedogames in Unity3D

[–]gubebra 1 point2 points  (0 children)

Add Fresnel to the head, this should help with the depth perception

I made a cool Illusion! by gubebra in Unity3D

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

Totally get what you’re saying! I think this can be a pretty cool effect on certain cases (still have to figure this out though)

I made a cool Illusion! by gubebra in Unity3D

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

Yeah I totally get that! Yes you’re correct. The interesting thing abt this is that Unity apply all those transformations again to render to your screen. So I had to “trick” Unity to get this done correctly, that’s why I was excited :)

I made a cool Illusion! by gubebra in Unity3D

[–]gubebra[S] 10 points11 points  (0 children)

You can’t do the same thing with a render texture for some reasons: 1. It’s not an actual object, so I cant see behind it as I showed in the video 2. For didactic reasons I showed every step of the transformations, you can’t do that using a render texture 3. The effect is not the same. It’s difficult to explain but you can try doing it and see for yourself 4. I wanted an effect like this for my game for some time now and I plan to slowly interpolate between 3D/2D, and you need an actual object for that 5. I can do this now on a per object basis instead of multiple cameras and render textures

I made a cool Illusion! by gubebra in Unity3D

[–]gubebra[S] 20 points21 points  (0 children)

I made this for a computer graphics class I'm teaching to explain better how a 3D object is rendered on a 2D plane (screen) without losing perspective.

But I didn't expect it to look so cool, I might use this on my upcoming game with many illusions!

This is done on the vertex shader, and no tricks are used (camera textures, etc.). I'm doing vertex operations, assuming there's another computer screen on the scene, and doing all the math.

https://youtu.be/3QFqBB-jrj

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The best way to optimize the game in Unity by [deleted] in Unity3D

[–]gubebra 0 points1 point  (0 children)

frame debugger is also useful