![]() ![]() Decals are completely dynamic and follow the transformations of the objects they are painted on and are painted correctly on the surface. bullet holes) with a per material option. Dynamic Decals system, for the real time distribution of decals (e.g. Enhanced performance,with Single Pool distribution for both particles & decals, enhanced Static/Dynamic batching, Multithreading & pooling. Prefabs for the effects are provided, together with 3ĭemo mini games that showcase the effects and provideĪn additional artistic value to the pack. The Spline editor allowsĭirect spline creation, editing and manipulation in both ![]() Hair, rubber) and manipulation by the user directly in the game.Īll features can be previewed in the editor and work Setup for physics based effects (emulating tentacles, Splines are fully supported in play mode and can be Turbulence, Vortexes, Repel-Attract) and change their Manipulators can interact with particles, alter theirīehavior by adding various types of forces (Gravity, Skinned/animated, procedural), painted, propagated, Particles from Splines, images, meshes (static, moving Particle Dynamic Magic can process and create The new Particle Dynamic Magic 2 version offers ultimate performance with Multithreading, Single pool distribution methods and custom Static/Dynamic batching. It may be possible to add an effect or shader that obscures the visibility when it clips outside.Particle Dynamic Magic 2 is a dynamic decal, particle and spline creation & manipulation framework that allows creative, performant and unique control of particles & gameobjects in Unity. I'm going to try to add some gentle camera collision but I agree it might be problematic if it influences the camera too much. And using the joystick to control movement and body orientation. Personally, I think I would prefer aiming at bots using the headtracking. For example the player could "cheat" intentionally or unintentionally by looking what is behind the walls to other locations before reaching them. But in VR all this added camera motion may or may-not induce sickness? Then again if you let the camera go through the walls, that has some gameplay issues to take into consideration. Usually the 3rd person camera control is coded in such a way to prevent it from going through walls and obstacles for obvious reasons. Playing the demo made me think about a couple of issues. This shows that 3rd person games works just as good in VR. Much better than the default top-down view.
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