A new Unity API allowing you to have GPU-persistent scene data (no need to upload per draw) and submit draws directly from Burst C# jobs. 32 bit integer handles for meshes/materials instead of slow main thread managed C# objects.
https://t.co/XlvpeKXExE
📢OMG Fluffy just got approved and is now LIVE ON THE @AssetStore
doing one of the following would mean SO MUCH:
🔁retweet & share
✅get it on the Asset Store
🥰write a review
Link: https://t.co/uhWntnWKxn
For #ldjam me and @jkhelsing made a game called 'Wine Guy' where you balance a glass of wine using the mouse cursor 🍷🍷🍷 Anyone interested can play it here: https://t.co/MQxSHVEQtY
#madewithunity#gamedev#unity3d
@migero_usausagi@jkhelsing Yeah.. I changed up the movement last minute so it would function similarly across framerates, but then the movement also got more jerky
@jsivonen@andrewpprice I think Nanite looks awesome. It's awesome because it's a robust, performant, and easy-to-use LOD system (from what I've seen). It's not awesome because of "100 billion triangles". People just think the latter sounds cool.
@jsivonen Thanks 😁 using own slicer. Meshcollider is recalculated per mesh part async in a job. Unity added support for this not too long ago. The mesh collider is simplified yes.
@Bevelededgeloop Thanks :) The mesh is split along a plane. Most triangles will be on either side of the plane. Triangles intersecting the plane will be split into smaller triangles, and then assigned to the side they belong to. Then the caps need to be generated, which is a bit complicated..