@ZoldenGames Very nice, thanks for reply. I’m building cellular automata using rgba8unorm texture to hold identity for the pixels. One of the slots is color, this give 255 bytes of precision. Was able to store 4 colors in the g channel. Any reason for there only being one color per material?
@tsitskidev Makes sense, and I bet your way of doing it probably allows for a lot more debris to be floating without as big of cpu hit for calculations
@DevGallo The particle positions for the pistol muzzle smoke should not be in local space, they should be emitted locally from the gun then move in world space. The smoke being fully influenced by the gun movement makes it not look very realistic.
@Mab_Devv You can do this in unity with the collider on the mesh. There is a slot for a PhysicsMaterial on it. This can be used as a dictionary to determine the material on the mesh, and you can associate sounds. On col or ray etc, you get the collider and the PhysicsMat. No need for tags.
@MjTheHunter@FR3NKD Lerping is just the concept of knowing two points of data, and finding the linear distance between them.
So in relation to the cubes, you have their initial scale, you check what that is on mouse hover (or cache it) - check target scale, then use refresh rate/time to animate.
@skull3398@Kaxi3D Nah it’s not just told to u - when working in editing tools quads are a completely valid workflow and game engines just convert for optimization
@INDUSTRIA_game Gorka is literally saying to make slop as fast as you can and follow narratives to make money. I think you can safely ignore their advice lol