Friday, January 28, 2022

Trick on game art

 http://simonschreibt.de/game-art-tricks/

Howo to achieve realistic burning paper effect

 https://forum.unity.com/threads/howo-to-achieve-realistic-burning-paper-effect.247656/



Tomb Raider (see at time 29:30) uses a combination of a dissolve shader, particle effect and heat distortion to give the illusion something is burning off. It's not super realistic, but good enough for games IMO. Maybe it a starting point?

Dissolve Shaders:
https://www.assetstore.unity3d.com/en/#!/search/Dissolve Shader

Heat Distortion:
http://forum.unity3d.com/threads/50132-Heat-Distortion

Particle Effects:
https://www.assetstore.unity3d.com/en/#!/search/fire particle

Wednesday, January 12, 2022

Destructible terrain in Unity

 https://github.com/Ideefixze/DTerrain

Create a RaiseEvent so the webhoock PathEvent

 https://forum.photonengine.com/discussion/11457/create-a-raiseevent-so-the-webhoock-pathevent-will-fire


I have been trying to create an trigger in game that will trigger PathEvent.

I tried this:

byte evCode = 0; // my event 0. could be used as "group units"
byte[] content = new byte[] { 1, 2, 5, 10 }; // e.g. selected unity 1,2,5 and 10
bool reliable = true;
PhotonNetwork.RaiseEvent(evCode, content, reliable, null);

No PathEvent is ever called, not sure if it's supported any more?

RaiseEventOptions raiseEventOptions = new RaiseEventOptions();
raiseEventOptions.ForwardToWebhook = true;
byte evCode = 0; // my event 0. could be used as "group units"
byte[] content = new byte[] { 1, 2, 5, 10 }; // e.g. selected unity 1,2,5 and 10
bool reliable = true;
PhotonNetwork.RaiseEvent(evCode, content, reliable, raiseEventOptions);