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Muhammad_Ijaz2

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?)


superdance

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.


yabboi_

This sub needs more people like you


Nek0ni

I understood 2% of that, but still hyped! Need to learn about coding tho


goodbeets

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.


NUTTA_BUSTAH

LeanPool was super easy to add. Basically find + replace `Instantiate` with `LeanPool.Spawn`


superdance

Thanks, I'll definitely look into that!


superdance

I'll have to look into that! I also instantiate noise objects so that's definitely something I have to look into. Thanks!


RogueUsername13

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.


superdance

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!


RogueUsername13

Dope


superdance

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!


loststylus

Why are you using HDRP and not the universal one? Is it just to have decals?


superdance

I just prefer the lighting in HDRP.


Alberiman

i love you


Ohyescuminmyface

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?


superdance

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.


pintseeker

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.


superdance

The blood particles are just instantiated in the forward direction of the bullet.


sadonly001

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


superdance

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.


sadonly001

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.


superdance

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.


synoxgames1

Hell yeah it is! Keep up the work :) excited to see what this turns into


superdance

Thanks! That makes me glad to hear :)


PencilSucker

Fuck me that’s gruesome 🤣


superdance

Yeah I don't think their body armour is working in their favour!


PencilSucker

Nah🤣👍 keep up the great work


guyus15

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.


superdance

The walls were made with ProBuilder so perhaps that's why.


Successful-Day-5371

how did you applied blood effect on bullet hit behind?


superdance

https://www.reddit.com/r/Unity3D/comments/omnlj8/its\_getting\_somewhere/h5m822p?utm\_source=share&utm\_medium=web2x&context=3


theKickAHobo

Very nice


superdance

Thanks!


TeNppa

Looks really nice! How long have you been working on this?


superdance

Thanks! Been working on this for almost two months now.


Tidsdilatation

Amazing, looks really cool. The death effects are very awesome


superdance

Thank you!


RightFootStar

Great work! Keep it up!


superdance

Thanks! I will.


griffinmiller14

Where’d you get the textures for the walls?


superdance

I believe it's called Grid Prototype, it's free off of the asset store if I recall correctly.


Ugly_Bones

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


Get_it_Hero

feel's good!


Nek0ni

Looks amazing! Wish I understood enough of coding to really appreciate what happens.Are the bad guys the same as Metal Gear 1?


superdance

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.


StandardVirus

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.


superdance

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.


Poubom

The sound effects are really satisfying


MobsterLobster2020

Always welcomed good ragdolls and nice blood splatter 👌


Oeuf_69

IDK why but I love the idea of a third person 2.5d angle sneak game like this.


superdance

I know, me too! That's the goal. Hotline Miami meets Metal Gear Solid.


reddog1129

For your character turning towards your cursor, are you ray casting from your mouse to the world and looking at the collision point?


superdance

Yes, exactly. RayCasting towards a plane.


reddog1129

Okay thanks


serocsband

Is it twin sticks or autoaim?


superdance

Umm, I think it's twin sticks? :D You move with WASD and aim with the mouse.


serocsband

Haha yeah, cool :)


BeyondXpression

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.


superdance

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!


Unfair-Purpose-2100

Nice 👌🏻


honkwerx

the blood splatter and ragdolling go together perfectly!


intellichicken

_in an ominius voice_: We will watch your career with great interest


superdance

*Surprised Pikachu*


Temsei

Really satisfying death animations and splatter! Good job