Overview Unity’s editor scripting is part of what makes the engine so attractive. Writing tools that directly interact with the rest of your game code is powerful and can make a large difference in the productivity of teams of all sizes. It also leads to a healthy landscape of third party integrations. In this post I will describe how two new Unity APIs allowed us to create a well integrated Unity toolkit for AnimVR and go through issues you might run into.
Run, jump, and use devious weapons to become the fastest Runner of all time! Compete in breakneck, multiplayer races against friends and other people you don’t care about! Embark on an outlandish tale of good and evil, Tortoise and Hare, and fight your way towards the Race of the World, the greatest race in history! The fate of the universe rests between your thumbs! FEATURES Compete in action-packed, explosive multiplayer races!
Why 2D lighting? The lighting system is one of Specter’s main features. It allows us to add a lot of atmosphere to a level and make art reuse less obvious. Also, it looks pretty. The base system is actually older than this project. I first implemented it for a project which unfortunately got called off (that’s also where I met Blair, the artist and game designer behind Specter). At the time it produced results like this: Since then I spent quite a bit of time on it, adding new features, optimizing, etc.
1. Particle Rendering All particles are rendered in additive blending mode. This allows for nice fire effects, which is the main application of particle systems in Specter. Effects like smoke or dust are hard to achieve this way, but until now we haven’t had need for them. Due to the fact that I only want to apply the additive blending to the particles themselves and not to the scene I have to render them to a separate render target.