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Scripting sleeping particles
#8
Yes that looks like spherical procedural animation. I tried that with the big kelp and it just didn't look convincing. It's not a topdown cartoonish game so you can see it from very near and it looks very stretched with a big sub.

Performance seems managable so far. I can keep the turned off clothes moving with a simple wind vertex displacement shader.

Turns out that using ObiFixedUpdater and turning the cloth on/off in Update() DOES work after all. So all is good.
If you want to see the glitch use the ObiFixedUpdater and turn on the cloth in LateUpdate after it was off.
I'll just complete the job handle in late update anyway and switch the clothes the next frame.
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Messages In This Thread
Scripting sleeping particles - by ibbybn - 07-12-2020, 03:22 PM
RE: Scripting sleeping particles - by josemendez - 08-12-2020, 09:32 AM
RE: Scripting sleeping particles - by josemendez - 08-12-2020, 01:13 PM
RE: Scripting sleeping particles - by ibbybn - 10-12-2020, 11:20 PM
RE: Scripting sleeping particles - by josemendez - 11-12-2020, 08:21 AM
RE: Scripting sleeping particles - by ibbybn - 11-12-2020, 01:58 AM
RE: Scripting sleeping particles - by josemendez - 11-12-2020, 08:23 AM
RE: Scripting sleeping particles - by ibbybn - 11-12-2020, 10:38 AM