08-09-2019, 04:04 AM
(02-09-2019, 07:18 AM)josemendez Wrote: Just replied to your PM.
The answer is not directly. Softbodies only work on SkinnedMeshRenderers. However nothing stops you from using the mesh asset generated by a Tree component, on a SkinnedMeshRenderer. Tried it and works like a charm.
A word of warning though: If your intention is to get soft body physics on all trees in your game, this is a very bad idea .
Trees usually are simulated via procedural functions affecting vertex displacement in the vertex shader (wind, simple repulsive forces against spheres, etc). This is much faster and works well with LOD systems.
kind regards,
Does this system replace the vertex displacement shaders of the tree object? Or displace it on top of the existing shader?
Seems like something I could manage with quality settings and LODs to control physics near to player only. What do you mean by "simple repulsive forces against spheres"; is this a feature of Speedtrees?