Quantcast
Channel: Latest Questions on Unity Answers
Viewing all articles
Browse latest Browse all 171066

Best Way to Implement an Exaggerated Horizon Curve to 3D Endless Runner?

$
0
0
First of all I should say that whatever solution I use needs to be mobile-friendly. I am creating a 3D endless runner (yes I know the world needs more of them desperately!) and need to find a way to curve the world so that I don't need to render assets when they are a certain distance from the camera. [Here][1] is an example of what I would like to do, except that this shader-based solution only makes meshes appear to the left and right, whereas I would like to get that "curvature of the Earth" effect where the world curves down (curves in the -Y direction, around the x-axis, when travelling in the +Z direction), like you are travelling around an incredibly small planet. The creator of the linked asset uses pre-bent meshes to for the curving down effect in the vid, not a shader solution like he used for the left and right bend. I can see a using a shader-based solution being a problem if I want to use other shaders, such as a toon shader. Also, I understand that bending the meshes using something like MegaFiers (a great asset!) would not really fly for mobile development. Has anyone done anything like this or have some ideas? [1]: http://squeakyoak.com/en/eng-games/asset

Viewing all articles
Browse latest Browse all 171066

Trending Articles