henke on 19/1/2021 at 14:21
Very nice crumbly box destruction physics!
Y'know you can easily make those signs display the actual text without (or in addition to) just having a 2D text box popping up. Just slap a Canvas on em, set it to World Space, put a text object in there and yourtextobject.GetComponent<Text>().text = yourtextstring;
nicked on 19/1/2021 at 15:59
Ah nice, good tip! The intended functionality is that it will eventually be a bit like Unreal's "universal translator", so the sign itself might be just alien runes, but the translator makes it readable.
henke on 19/1/2021 at 16:04
Oh I see. In that case just fill the sign with the textstring but set the font to Wingdings!
Nameless Voice on 19/1/2021 at 17:24
Or.... make your own custom font!
Inline Image:
https://imgur.com/dclnjnD.pngMy idea was to replicate the "translation" effect in the old DOS RPG "Betrayal At Krondor", where you first see the writing in the alien language, and then the symbols fade into readable English.
No reason you couldn't do the same thing in 3D space with 3D signs - have the actual text on the sign change to English after you look at it for a few seconds.
nicked on 20/1/2021 at 12:05
That'd be cool - like an AR effect within the gameworld. Something to play about with much further down the line when I'm at the point of adding content not just systems...
Yakoob on 20/1/2021 at 12:26
Oh neat nicked. Is that all from scratch or are you using any of the Unity fps frameworks?
Quote Posted by henke
Very nice crumbly box destruction physics!
Y'know you can easily make those signs display the actual text without (or in addition to) just having a 2D text box popping up. Just slap a Canvas on em, set it to World Space, put a text object in there and
yourtextobject.GetComponent<Text>().text = yourtextstring;Alternatovely, download the TextMeshPro package (free) and insert it directly into the world instead of canvas, especially if you care about performance (which frankly you probably dont need to unless you target mobile or 10 year old laptops lol)
nicked on 20/1/2021 at 20:08
It's all from scratch, though heavily reliant on tutorials, and bits of the movement code are reconstructed from an example FPS project.
Owl2 on 22/1/2021 at 08:36
[video=youtube;4Ih808nKjcM]https://www.youtube.com/watch?v=4Ih808nKjcM[/video]
This is the result of a test i had regarding NPC performance under crowd
Yakoob on 5/2/2021 at 17:14
Working on a new dev video, got a little blooper real teaser to share:
[video=youtube_share;EOIrjH-_mV4]https://youtu.be/EOIrjH-_mV4[/video]