Or quick and dirty just throw in some simple shapes in the collisions you want, like side and bottom, and leave the original model with no collision, same result.
That 100% works fine and is a nice easy approach to collision. But it gets a little more difficult if you have a more complex model and need more precise collision - this method shown in the video can be used for basic or the more advanced collision.
Is there a reason you left its rotation as 90 after applying its rotation as -90? Wouldn't that just make its rotation 0?
Рік тому
Interesting 😊 thanks. The main obstacle I’m facing is making scenes as visually attractive as yours. I’m guessing that there are techniques for lighting, positioning of objects, post processing, live elements, etc. that make a great scene. Could you make a few tutorials on how to design great scenes for games, from scratch, so that we understand the fundamentals? Starting from a prebuilt scene, like in some tutorials, still makes me difficult to understand the process.
We have a variety of pack mashup live streams you may find beneficial where the team create their own scenes using multiple packs. You can find them here www.youtube.com/@syntystudios/streams
This is hard to answer without knowing what you're trying to achieve but the custom collision is generally going to perform better than any of the more complex collision you'd generate/enable within Unity. You'd only have it more complex in areas where it's really needed so you can fine tune it as much as needed when going down the custom path.
So, performance wise, how does it compare to the primitive Unity colliders? Like would it be better if I used 5 primitives to shape the dumster instead? What is the proverbial performance catch here my dood?
I wouldn't expect there to be a huge amount of difference between the 2. But you'd have a lot more flexibility with the custom collision. Whatever one of the 2 methods works best for you is totally fine to use.
Great video I didn't realise it was this simple
really appreciate that you show the entire workflow
concept
Glad the video was useful
Banger! this has helped quite a bit. I have the Cyber City and the Sci-fi City packs. There are a few things I want to change, and now I can. Cheers
Glad to hear that, happy it has helped you!
well you can do the same in unity as well just make the same approach under prefab itselfe :)
You can use this method to make much more customised collision to suit more complex models so they're both good options to have.
@@syntystudios indeed this requires extra knowledge in blender tho ready to mess things up when you forget smth
Nice! Thanks
Or quick and dirty just throw in some simple shapes in the collisions you want, like side and bottom, and leave the original model with no collision, same result.
That 100% works fine and is a nice easy approach to collision. But it gets a little more difficult if you have a more complex model and need more precise collision - this method shown in the video can be used for basic or the more advanced collision.
Is there a reason you left its rotation as 90 after applying its rotation as -90? Wouldn't that just make its rotation 0?
Interesting 😊 thanks.
The main obstacle I’m facing is making scenes as visually attractive as yours.
I’m guessing that there are techniques for lighting, positioning of objects, post processing, live elements, etc. that make a great scene.
Could you make a few tutorials on how to design great scenes for games, from scratch, so that we understand the fundamentals?
Starting from a prebuilt scene, like in some tutorials, still makes me difficult to understand the process.
We have a variety of pack mashup live streams you may find beneficial where the team create their own scenes using multiple packs. You can find them here www.youtube.com/@syntystudios/streams
When are you guys going to bring out more unreal engine tutotials?
What sort of Unreal tutorials did you want to see? We're open to any suggestions
Thought about doing that, but how does it affect performance? Especially if the shape is more complex.
This is hard to answer without knowing what you're trying to achieve but the custom collision is generally going to perform better than any of the more complex collision you'd generate/enable within Unity. You'd only have it more complex in areas where it's really needed so you can fine tune it as much as needed when going down the custom path.
❤
So, performance wise, how does it compare to the primitive Unity colliders? Like would it be better if I used 5 primitives to shape the dumster instead? What is the proverbial performance catch here my dood?
I wouldn't expect there to be a huge amount of difference between the 2. But you'd have a lot more flexibility with the custom collision. Whatever one of the 2 methods works best for you is totally fine to use.
Do you guys use a custom character controller or an asset store controller?
For this video, I used the free controller by Invector to demonstrate the collision.
CUSTOM?????????????? sith