Drive high poly skinned meshes with low poly soft bodies using Bullet Physics. The full tutorial is available here.
It has been a busy couple of weeks working on EVA Infinity and I am excited to update people on the progress. The past two weeks have been about cleaning up details. First, the ‘programmer artwork’ for the level loading bar has been replaced with a more polished progress bar. More importantly, the throw animations have been fixed. The only means of thrust in the game is to throw objects. There were problems with the throw animation which made it hard to understand what was happening. The thrown objects would not be released at the correct moment, the objects moved too quickly and were too small. I fixed all of these and was immediately surprised how much better the game felt. The last week has been spent experimenting with Nebulas. It is surprisingly difficult generating nice looking Nebulas. My first experiments used a particle simulation and forces to generate a tornado, and convert it to a mesh. It looked fantastic in Blender with a subsurface scattering shader, but sadly there was no way to bring it into Unity with reasonable performance. The solution that worked was to create layers of transparent surfaces at different depths with custom lightmaps and masks. Animating these different layers gives a wonderful effect. I am still looking for a way to have the nebulas interact with lighting. The next goals will be to put a beta test together.
The summer is over, autumn has arrived, and it is time to get back to work. The summer was busier than expected. Mesh Baker was included in a two-week madness sale on the Unity Asset Store. This was a fabulous opportunity, but one that has kept me busy for a month responding to support and feature requests. EVA Infinity has been Greenlit! This is huge news for me since this will be my first game on Steam. I have been working on EVA Infinity for two years so getting the thumbs up from the Steam community feels amazing! With the recent Mesh Baker sale I have been slow to respond, but I have finally succeeded in clearing away the mountain of work so I can focus on game development again. I spent the last few days polishing the prediction path. The old prediction line would explode wildly if it came too close to gravity source and did not have a high enough resolution. Both of these problems have been fixed. I also upgraded the Bullet Physics library to be up to date with my latest version in github. My goal for the next few weeks is to get EVA Infinity out to some closed beta testers.
There is a new version of Mesh Baker available in the Unity Asset Store with a trio of exciting new features:
- Support for Blend Shapes
- Combine ‘Optimized’ Skinned Meshes
- Bake textures at runtime as a coroutine
This version offers improved support for non-texture material properties such as _Color and _Glossiness through the addition of TextureBlenders. TextureBlenders are custom scripts that blend non-texture properties with textures as they are being added to an atlas. It is easy to extend Mesh Baker by writing TextureBlenders for custom shaders.
This version also offers support for multi-object editing for the MB3_TextureBaker and MB3_MeshBaker components.
Customize your characters by switching clothing: sweaters, swimsuits, space suits, gloves, wetsuits etc… Slowly turn your character into a zombie one limb at a time. Do all this at runtime and maintain one drawcall per character. A new Mesh Baker updated has been released to the Unity Asset Store with character customization features. The update includes a script for processing skinned mesh parts so they can be merged seamlessly in Unity. Check out this youtube video for full details.
Mesh Baker has two cool new abilities that improve its atlas building capabilities:
- When a source texture is copied to a target atlas only the part that is used by the source mesh gets copied. This is great if the source mesh already uses an atlas. It is not efficient to be copying atlas into atlases. Note that this only works if “Consider Mesh UVs” is checked.
- Often when combining buildings the same tiled texture will be used with different tiling options on different source meshes. Mesh Baker can now detect this and map these meshes to a single shared tiled block in the atlas.
- “Fix out of bounds UVs” has been changed to “Consider Mesh UVs” to reflect the fact that it does not deal only with out of bounds UVs.
- The multiple materials section now has candy striping in the inspector to improve readability.
EVA Infinity is now live in the Windows Store, just in time for submission to the Unity Game Development competition! This is exciting as it is the first time it is publicly available for sale. I still plan on continuing to work on the game. There are still untried level ideas and I would like to develop the story further.
It is an exciting time for me. I have spent December and January getting EVA Infinity ready for release. Nine new levels have been added. Other levels have been adjusted for difficulty. It has been tested endlessly on tablets and PCs. Settings have been added for adjusting difficulty. In a few days it will go live on the Windows Store. I am very nervous. EVA Infinity uses a novel mechanic of tethering to objects to navigate and manipulate the environment. What will others think of it?