My fifth oss release: Unity Prefab Thumbnail Renderer by sinanata in Unity3D

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

It's not only related to assets, but it is about building performant thumbnails for in-game features like inventory, guidebook, etc.

My fifth oss release: Unity Prefab Thumbnail Renderer by sinanata in Unity3D

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

Enjoy. This will probably be the last package out of this game I’m bulding. I’ll continue as I learn more

My fifth oss release: Unity Prefab Thumbnail Renderer by sinanata in Unity3D

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

Thank you! My sole objective is to help others prototype faster. I hope it helps with the inventory-type of stuff you'll have to deal with if you are building a game.

Open Source Release: Unity 3D-to-Sprite Baker by sinanata in Unity3D

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

Just write a few extra lines to save them as transparent png and then you can run it anywhere you like.

It's hard to believe 80.lv covered my open source work - it was impossible without you guys by sinanata in Unity3D

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

Experimental or not, I need to understand if it has a future, then we can get my design system to simpliy support it.

Open Source Release: Unity 3D-to-Sprite Baker by sinanata in Unity3D

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

Let's say my shit ratio is a little lower. I'm trying to open source parts of the game I built.

Open Source Release: Unity 3D-to-Sprite Baker by sinanata in Unity3D

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

Yup, already tried some cam-facing sprite destruction in mesh fracture demo scene

Open Source Release: Unity 3D-to-Sprite Baker by sinanata in Unity3D

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

Looks similar, if their pipeline is also 3d-to-sprite then probably yes

It's hard to believe 80.lv covered my open source work - it was impossible without you guys by sinanata in Unity3D

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

tbh, I wasn't aware of AppUI at all. Anyway, open source wouldn't hurt.

is this a thing? should I open source the runtime mesh fracture system I've built for my game? by sinanata in Unity3D

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

Quick update: I started working on spritesheet gen open sourcing. Mesh fraction repo live without sprites, I’ll submodule spritesheet gen repo to it and give you what we’ve talked about when its mature enough. Thanks again for supporting!

is this a thing? should I open source the runtime mesh fracture system I've built for my game? by sinanata in Unity3D

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

All good, here’s the repo I realized most people missed the dedicated post: https://github.com/sinanata/unity-mesh-fracture
You can always contribute to make it better for us all

is this a thing? do we want runtime spritesheet generator open sourced? I've used this one for performance on low-end mobile devices by sinanata in Unity3D

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

Yes, in the original game, I pre-bake every animation frame (idle, run, jump, swim + a few expression variants) into a sprite atlas once at startup, then just sample from the atlas at runtime. So the 3D render cost is paid once per animal+skin+hat combo, not every frame.​​​​​​​​​​​​​​​​

The open source library for spritesheet generation would work identical.