MetallCore999

528 posts

MetallCore999

MetallCore999

@MetallCore999

I'm a solo developer, working on active ragdoll game on Unity https://t.co/7b9XVYDd7H🎮 #madewithunity #gamedev

Se unió Mart 2019
72 Siguiendo4.4K Seguidores
MetallCore999
MetallCore999@MetallCore999·
@alexwilds025091 Thank you! I'm use a texture with channels, r for main texture, b for self shadows, g for highlights, and alpha for transparent. Also normal texture for Light. Main idea is to use 3 layers for paralax effect with different speed and colors. I used PS, looks something like that
MetallCore999 tweet media
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MetallCore999
MetallCore999@MetallCore999·
@Grog_The_Pig Thank you! Yep, on YouTube channel I upload only long videos which shows huge progress ;)
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M-GROG
M-GROG@Grog_The_Pig·
@MetallCore999 I thought this was over since the last vid was 3 years ago glad I clicked on your twitter link
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MetallCore999
MetallCore999@MetallCore999·
@zwitscherluki Thank you for info! I'm working on the physics of the grappling hook and I've been looking at their ropes for a long time. The only thing that scares me is the duplication of all the colliders in the scene :(
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Lukas Schneider 🌳
Lukas Schneider 🌳@zwitscherluki·
@MetallCore999 I barely scratched the surface myself, but since the particle simulation is using compute shader now with version 7 I would not worry too much. Obi uses its own collider components that build upon Unity's colliders.
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MetallCore999
MetallCore999@MetallCore999·
@_RunGrizzly Thank you! It's a distance mask. I compare difference between the camera target distance and the surface depth distance
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Damon Smith
Damon Smith@The_Damon_Smith·
@MetallCore999 Oh that’s nice!!! I love how it does more than just go transparent. The warping and the masking was such a clever, creative touch!
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MetallCore999
MetallCore999@MetallCore999·
@SekamelicaGames It's a fair note. They just will overlap each other, and it can turn on mess. Also it needs to use transparent, which doesn’t write in the depth texture. It means no fog, no decals, no underwater :(
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Sekamelica
Sekamelica@SekamelicaGames·
@MetallCore999 It will probably be hard to manage the cases where multiple layers of walls are seen through at the same time and make it look good tho
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MetallCore999
MetallCore999@MetallCore999·
@MikaelYaps Glad you liked it! I use 100% physics procedural animations. And stairs were big pain for a long time. But now it's stable, at least for most of cases :D
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Mikael
Mikael@MikaelYaps·
@MetallCore999 I'm far more interested in those funny yet polished animations of the character man.. Wtf... The way it went over stairs....
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Anderson Mancini
Anderson Mancini@Andersonmancini·
@MetallCore999 Genius 😍. And it looks great. Loved this effect. Congratulations ✨️ 👏🏻
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MetallCore999
MetallCore999@MetallCore999·
@YaviKosh Thank you a lot! I wanted to make the hole unique depends on surfaces
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YaviKosh
YaviKosh@YaviKosh·
@MetallCore999 Looks really cool! I especially love the edges—the small details on the surface, like the bricks or stones, really look awesome 👍
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MetallCore999
MetallCore999@MetallCore999·
@456sea Actually I use built-in render. But here is some ideas: 1. If you need effect for only specific UI (button, sprite), just use specific material on them, not on camera. 2. I recomend to use another camera for UI, then you can enable image effect or custom shader only for UI
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Capo
Capo@456sea·
@MetallCore999 So i just want some chromatic aberration and lens distort on UI elements without affecting my scene. Im aware that post processing volumes are a fullscreen fx, so i might not b able to do it in URP of Unity 5. Unless you may have a clue about it?
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MetallCore999
MetallCore999@MetallCore999·
@RaferLabarta Thank you! I use dot product of screenUV to get a circle spot, after divide it by camera distance to world position
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Rafer 💙🤍
Rafer 💙🤍@RaferLabarta·
@MetallCore999 Wich kind of function are you using for the main mask? Its an sdf cone? Btw great shader!
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MetallCore999
MetallCore999@MetallCore999·
@AuthorRoy Thank for feedback! Actually I tried it and there are a few problems. 1. If SSAO is enabled it affect on all opaque objects in scene. And dithering shaders turns to dirt. 2. Overlaping mesh faces, and it seems some messy, especially if a mesh is more complex than box. Like this:
MetallCore999 tweet media
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🔞AuthorRoy🔞
🔞AuthorRoy🔞@AuthorRoy·
@MetallCore999 I think it's a good idea to leave like 10% translucency so that we can see and interact with things on the walls if necessary, but that's just my opinion, nice work homie 👍
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softlikeshadows
softlikeshadows@softlikeshadows·
@MetallCore999 I feel like every gamedev goes on this journey, and this is totally the best way to solve it. Nice effect btw!
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MetallCore999
MetallCore999@MetallCore999·
@AJTheAnomolly I think it's a matter of habit. At first it seemed that way to me too, but after about 5-10 minutes I just got used to it. The human brain is a huge trickster when it comes to adaptation ;)
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WanderingAj
WanderingAj@AJTheAnomolly·
@MetallCore999 That’s kinda trippy and makes it feel like the holes are actually there to me because of the lens distortion i had to remind myself the holes visual only, the character can not walk through them despite kinda feeling like they could
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MetallCore999
MetallCore999@MetallCore999·
@scarstream_nft I think it is a matter of taste. But I would like to make some slider in graphics settings ;)
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Paracetamol_Bambino
Paracetamol_Bambino@scarstream_nft·
@MetallCore999 Great idea!!! 🤩🤩🤩 Absolute gamechanger. Maybe it doesn’t need to be that clean -with all breaking particles/pieces? Sometimes it gets so busy it takes over in the periphery, steals focus. Perhaps just white or seared edges, regardless of material? Closer to dr strange portals
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MetallCore999
MetallCore999@MetallCore999·
@MarvinE_Oshen Thank you for feedback! Actually I didn't find best way to solve this issue yet, but I'm in procces. I have two possible approaches at the moment: 1. Set different distance limit for them 2. Make them not full hidden Time for experiments! :D
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MARVIN
MARVIN@MarvinE_Oshen·
@MetallCore999 when it comes to windows & doors and other places the player can walk through if possible keep the frame of it to indicate that the character can go through? just a small thing i noticed, this is really cool though
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MetallCore999
MetallCore999@MetallCore999·
@knev_phd Thank you for feedback! Right now I'm working on some extra masks that exclude walls which camera can’t reach ;)
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Kim Nevelsteen, PhD
Kim Nevelsteen, PhD@knev_phd·
@MetallCore999 Really cool !!! The only thing I think is strange is when the character runs against the wall upstairs, but the camera takes the wall away. Makes me think perhaps translucent edge lines, like the boundary boxes in VR, could appear when the character hits the wall. /2 cents
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