


Weird stuff.įinally, we found out about the Unity Projector System, which is a much more flexible way to achieve our goal. On a certain moment we needed to have a script attached to a river and start the game with the main character looking to that river, otherwise the system wouldn't work. It was kind of hard to make it work as we wanted, and the implementation was really flimsy. txt file for notepad, no comments on that). For some reason, the "documentation" for the demo is really short and doesn't explain much (also, it's provided on a. Surprisingly it did, but in a quite awkward way.

#Decal projector unity 2019 code
We implemented a decal system demo published by Unity ( ). We're very unexperienced on shader and rendering programming, so we just copied and pasted the code and prayed for it to work. Unfortunately, Unity still doesn't have a proper built-in decal system, but there are some workarounds. Of course, default gizmos aren't an acceptable solution for the final product, so we started researching for other options.įirst one was using a simple 2D sprite as a texture for a plane object. However, that brought overlapping problems with irregular terrain. ), in which we just used Unity's gizmos while we were still developing the base system. Maybe you remember the first iteration from a previous devlog (. We need to comunicate clearly the effective range of that area, so the player can plan the disposition of the basecamp accordingly. It works like an extension of the main generator, giving energy around it. Our energy system is based on a single building, the Relay. In fact, it is probably the department we're spending more time on. It must be simple, clear and give the player the information he needs in every moment. In our game, the UI is one of our priorities. Hey, Marcel here. Today I'll talk a bit about some of the UI feedback we're creating for the energy system in Katharsis.
