#gamedev #unity quick tip: Use the physics materials to query impact sounds, effects and footsteps. You have to assign them anyway, so let them do that duty as well.

I just saw someone using an additional script for tagging what footstep sound you should play. PER OBJECT
Not only does that mean you have to add the script to every asset, you then have to set it from an enum, which means editing the enum when you want to add more variants.
What you should do is make a bunch of physics materials, and apply these instead. You can quickly copy values between the materials, duplicate and rename etc.
It isn't just your feet that needs to know what the material is made of. X ray vision, body fall sounds, bullet hits effects... a lot of things can query the material.

You already have a physics material if you are doing a collision- why then hunt for a valid script component?
Plus if you switch materials via script, you wanna switch the physics material to match too. So it saves you a third step again of seeing if the script is attached, checking the enum and setting that. bleeeh
"There is no sounds when you run through this room"

-Did you assign the script, click on the dropbox, scroll down to the one you want and then save?

-...

-...

-...

-What?
Select an object
Scroll to the bottom of inspector
Hit 'add component'
Type "footstep"
Select script.
Find the dropbox.
Select the dropbox.
Scroll down through dropbox (dropboxes suck, avoid them pleeaaaaaase)
Select the sound you want.
Save.

DONE
OR... drag on a physics material from your list of presets.

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More from @delaneykingrox

11 May
The entire level I showed at the NZGDC used a shader than combined fine surface textures, edge chips, color mottling and noise. The normal map used 2 channels, with the third the edge mask to place the wear and the chipping.
This meant I could get the camera up very close to any surface, and it looked perfectly fine, but I was using a tiny amount of textures for everything.
All the stone normals could therefore be atlased into one, and readied in a single state change.
What I am trading off here is pushing all the work onto the fragment shader. That is, every pixel drawn of this texture has a lot of instructions.
However, it means no state changes and very few draw calls.
Read 6 tweets
11 May
Okay, so here is a small chunk of a normal map texture. this is a classic mistake new artists make. The fine textures you see are baked in.

#gameart #techart
This kind of detail is better added in shader.

You can tile a smaller noise map over and over, and blend it onto your baked normals. If you need to control where, you can use a mask.
This has many advantages.

1: your textures do not need to be anywhere near as big to get fine details.

2: As you are tiling the detail noise, those fine details can be even finer.

3: Your textures will compress better.
Read 6 tweets
11 May
I was was aked what asset packs I am using to demonstrate horror story examples of bad optimization. Actually I am NOT going to say avoid them. I am gonna say you SHOULD buy them, open them, look inside, see the horrors within. They are a great lesson.
The pack is Archteria3D Manor Interior Mega Pack.

Speaking as a professional, it is one of the worst examples of how to make game assets I have worked with.

Speaking as a teacher, you must get this pack. Everything you can possibly do wrong, they have done.
So it is both an endorsement and a caveat emptor.

Buy it, but so help you if you put the assets into your game.
Read 9 tweets
11 May
#gamedev #gameart Just because something needs a lot of edges to make it have a round silhouette, doesn't mean you have to use the same number in each sucessive edge loop. As they get smaller, they need less to pull off the illusion of roundness.
That is 1/3 of the tris. With a normal map, you can't even tell it has no lip or thickness in most games.
One of my bigbears is jagged looking wheels when they could have been smoother than my chat up lines, because there are loops and loops worth of waste
Read 6 tweets
11 May
Yeah, well, if Willow Rosenberg was bisexual, how comes she never fingerguns anyone whilst sitting on a chair wrong?

Checkmate.
Meanwhile:
Meanwhile, Veronica Mars...
Read 7 tweets
11 May
#Gamedev quick tip: Greyboxing.

Yeah, yeah, you have all seen the videos and stuff, but seriously, there is more to the greyboxing stages (yes, multiple) than most people think.
Greyboxing is where you block in a scene quickly with stand-in geo. Boxes, spheres, cylinders... whatever.

It lets you play the game and feel out the design before making the actual assets.

But slow your roll.
My advice is don't leap from greybox to final asset. You can do a couple of great things at this stage.

Firstly, you can finish your game. Yes, I am serious. You can make your entire game start to finish in greybox. By which, I mean the gameplay itself.
Read 10 tweets

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