@apoc_dev For interactions, I do poition checks for the tree "cell" that holds that areas trees, and do individual distance checks per tree in the specific area I want to check. Very fast and can have horizon to horizon trees on mobile.
@apoc_dev Looks good. Is each tree a gameobject?
I made a tree system where I have a master tree contoller that holds each tree in a class, with parameters like position rotation scale etc. Then use drawmeshinstanced to draw a thousand of trees per draw call...
@roadtovostok Looks amazing! Great textures, lighting, animations, and UI.
For what it's worth, I have that exact Acog and there is not the black blur on the inside edges of the scope ring. It is clear to the edges.
@PalmerLuckey@benz145 I did some cool VR tracers where I would calculate the position of the bullet, then draw a line (actually stretch a quad with a sprite on it) from the previous frame position to the current position. It worked really well and looked "smooth" as it flew.
@TheMirzaBeig@Igotlazyagain I do like using it IN shaders, to lerp between different textures.
However, just played with it and it really looks aliased in VR... maybe someone smarter than me can figure better implementations though.
@TheMirzaBeig@Igotlazyagain Did some figuring - dither uses Alpha Clip which is much slower than opaque. Great for your example objects, but not good for say 10k trees with overdraw.
@TheMirzaBeig@Igotlazyagain Wait.... ASE dither works on opaque objects?? OK I have to try that. That will be a game changer for overdraw. I thought it was only for transparent.
@FR3NKD I love this! I also super optimize for the quest. It's amazing creating a huge level with 50,000 polygons, using normals to create beveled edges etc etc, then seeing a 100,000 polygon sandwhich in a AAA game.
So rewarding when you can get good frames!