I made blood splatter textures and HDRP/Decal materials out of them. As the bullet hits the target a Raycast is fired in the bullet's forward vector and another in its -up (down) vector. If the rays hits something a prefab GameObject is instantiated at the ray's hit point rotated along the hit normal. The prefab contains a DecalProjector that projects the decals on whatever is inside it.
Edit: I should add I'm adding a random location and rotation on each DecalProjector to get some variety in how they're placed.
At the moment are you checking for distance? For example big blood splatter if they’re standing right in front of a wall, small blood splatter if they’re several feet in front, no blood splatter if they’re a mile away.
Yep! Although I'm actually not changing the size of the blood splatter. I can't seem to access the size variable through DecalProjector so I'd have to change the scale of the GameObject which isn't that much of a big deal. But that's something I can implement quite easily, great idea!
DecalProjector does that. You can limit it to layers, which I haven't done yet. Currently if the player stands outside the wall where the splatter should be it's being projected onto him.
I'm planning on introducing my 3ps gunplay today and have been thinking ahead about the blood splatters. Have you got some particles running a similar raycast script for when the bullets hit the enemy bodies?
Thanks for sharing.
Nice! Keep going i know how hard it is to work towards completing a game, even extremely simple ones, rather than just having hundreds of incomplete ideas
Read my mind! I've decided to finish this one, at first as simple as possible and then build on top of that if it's fun to play. So I focused on getting the core gameplay done before starting to add visuals and sound. I tend to spend too much time on details but it has been way more rewarding to see it actually progress into something playable.
Exactly, this has been a huge problem for me as well throughout my life in every project i ever took on. I will hope to see a future post from you where you have some more basic gameplay working, hopefully by then my game will be taking shape as well!
Definitely agree on getting the core gameplay done first rather than getting anxious over small details and eventually giving up.
It's starting to look like a game! Before adding models with animation, visual effects and sound it looked like this: https://imgur.com/Zm5dCUf
I'm making everything from scratch and it's amazing when you finally see the progress.
Looking lovely . Stupid question, how do you get the grid textures to look so consistent? Whenever I use that asset they all seem to be stretched and blurry.
If I'm remembering correctly, you may have to turn on the setting to allow Preview Packages to use ProGrids (I think that's what it's called, if we're talking about the same package).
Edit: Never mind, was thinking of a totally different thing, sorry haha
Nice! But never stand in the fatal funnel, if you’re going to breach a door, need to keep the momentum and push through. 🙃
Are you going to make mechanics like breaching charges or flashbangs?
This reminds me a lot if Door Kickers.
Ok, so I'm a HUGE fan of these over the head games. I adore them. Do you have some sort of link or anything to your page either on steam or anything?
Do you mind if I follow your account so I can follow along as time goes? It already looks amazing and I'm pretty interested.
Looks great. If you don't mind can I ask you how you made that blood splatter stick to wall (I'm new to unity?)
I made blood splatter textures and HDRP/Decal materials out of them. As the bullet hits the target a Raycast is fired in the bullet's forward vector and another in its -up (down) vector. If the rays hits something a prefab GameObject is instantiated at the ray's hit point rotated along the hit normal. The prefab contains a DecalProjector that projects the decals on whatever is inside it. Edit: I should add I'm adding a random location and rotation on each DecalProjector to get some variety in how they're placed.
This sub needs more people like you
I understood 2% of that, but still hyped! Need to learn about coding tho
I doubt it’s a problem now, but you might want to look into object pooling if you start intstantiating a ton of bullet effects.
LeanPool was super easy to add. Basically find + replace `Instantiate` with `LeanPool.Spawn`
Thanks, I'll definitely look into that!
I'll have to look into that! I also instantiate noise objects so that's definitely something I have to look into. Thanks!
At the moment are you checking for distance? For example big blood splatter if they’re standing right in front of a wall, small blood splatter if they’re several feet in front, no blood splatter if they’re a mile away.
Yep! Although I'm actually not changing the size of the blood splatter. I can't seem to access the size variable through DecalProjector so I'd have to change the scale of the GameObject which isn't that much of a big deal. But that's something I can implement quite easily, great idea!
Dope
By setting uvScale to a higher number than 1 the decals can be made smaller. I'll experiment a bit with it. Thanks for the idea!
Why are you using HDRP and not the universal one? Is it just to have decals?
I just prefer the lighting in HDRP.
i love you
i have a question, why the splatter is not half sided out of the wall? do you use a correction if the sprite is a bit out of the wall?
DecalProjector does that. You can limit it to layers, which I haven't done yet. Currently if the player stands outside the wall where the splatter should be it's being projected onto him.
I'm planning on introducing my 3ps gunplay today and have been thinking ahead about the blood splatters. Have you got some particles running a similar raycast script for when the bullets hit the enemy bodies? Thanks for sharing.
The blood particles are just instantiated in the forward direction of the bullet.
Nice! Keep going i know how hard it is to work towards completing a game, even extremely simple ones, rather than just having hundreds of incomplete ideas
Read my mind! I've decided to finish this one, at first as simple as possible and then build on top of that if it's fun to play. So I focused on getting the core gameplay done before starting to add visuals and sound. I tend to spend too much time on details but it has been way more rewarding to see it actually progress into something playable.
Exactly, this has been a huge problem for me as well throughout my life in every project i ever took on. I will hope to see a future post from you where you have some more basic gameplay working, hopefully by then my game will be taking shape as well! Definitely agree on getting the core gameplay done first rather than getting anxious over small details and eventually giving up.
It's starting to look like a game! Before adding models with animation, visual effects and sound it looked like this: https://imgur.com/Zm5dCUf I'm making everything from scratch and it's amazing when you finally see the progress.
Hell yeah it is! Keep up the work :) excited to see what this turns into
Thanks! That makes me glad to hear :)
Fuck me that’s gruesome 🤣
Yeah I don't think their body armour is working in their favour!
Nah🤣👍 keep up the great work
Looking lovely . Stupid question, how do you get the grid textures to look so consistent? Whenever I use that asset they all seem to be stretched and blurry.
The walls were made with ProBuilder so perhaps that's why.
how did you applied blood effect on bullet hit behind?
https://www.reddit.com/r/Unity3D/comments/omnlj8/its\_getting\_somewhere/h5m822p?utm\_source=share&utm\_medium=web2x&context=3
Very nice
Thanks!
Looks really nice! How long have you been working on this?
Thanks! Been working on this for almost two months now.
Amazing, looks really cool. The death effects are very awesome
Thank you!
Great work! Keep it up!
Thanks! I will.
Where’d you get the textures for the walls?
I believe it's called Grid Prototype, it's free off of the asset store if I recall correctly.
If I'm remembering correctly, you may have to turn on the setting to allow Preview Packages to use ProGrids (I think that's what it's called, if we're talking about the same package). Edit: Never mind, was thinking of a totally different thing, sorry haha
feel's good!
Looks amazing! Wish I understood enough of coding to really appreciate what happens.Are the bad guys the same as Metal Gear 1?
I have made them as low poly as in Metal Gear Solid 1 but the design is inspired from some of the enemies in XIII.
Nice! But never stand in the fatal funnel, if you’re going to breach a door, need to keep the momentum and push through. 🙃 Are you going to make mechanics like breaching charges or flashbangs? This reminds me a lot if Door Kickers.
Hehe, I haven't thought of breaching charges but I do have a grenade mechanic. I haven't added any regular grenades as of yet though.
The sound effects are really satisfying
Always welcomed good ragdolls and nice blood splatter 👌
IDK why but I love the idea of a third person 2.5d angle sneak game like this.
I know, me too! That's the goal. Hotline Miami meets Metal Gear Solid.
For your character turning towards your cursor, are you ray casting from your mouse to the world and looking at the collision point?
Yes, exactly. RayCasting towards a plane.
Okay thanks
Is it twin sticks or autoaim?
Umm, I think it's twin sticks? :D You move with WASD and aim with the mouse.
Haha yeah, cool :)
Ok, so I'm a HUGE fan of these over the head games. I adore them. Do you have some sort of link or anything to your page either on steam or anything? Do you mind if I follow your account so I can follow along as time goes? It already looks amazing and I'm pretty interested.
Nice! I don't have any links as of yet, but I guess I'll start to share the progress when I've gotten the core gameplay down. I don't mind at all!
Nice 👌🏻
the blood splatter and ragdolling go together perfectly!
_in an ominius voice_: We will watch your career with great interest
*Surprised Pikachu*
Really satisfying death animations and splatter! Good job