If you want to see how to guide a player in a limited (but open) map, Banjo-Kazooie's Mumbo Mountain does it amazingly. It has paths and hubs everywhere with notes on roads to encourage you to try to see what they lead to. Your island's structure is just a big circle with nothing in between, which hardly leads the player or encourages them to try going in a specific direction. As for performance, the total shader load would be pretty cheap and Unity might have had an easier time with performance if you hinted to Unity that your trees could be batched by marking them as Static in the inspector. Also, try GPU particles! I don't think Unity has native support for them, but I think there are FOSS solutions and they should reduce the CPU load of your particles.
Thanks for the feedback! The way the structure is laid out is largely due to the broken physics. I really regret not rolling my own controller - I wasn't able to really climb/scale the mountain. I spent hours troubleshooting it, but in the end just didn't have enough time. If I continue, I'll replace the entire thing! Any OSS GPU particles you can link to?
I just discovered your channel. I really like your old game reviews and your opinions. Tho, that's mainly because I agree wholeheartedly with them. I watched the swtor one and the gw2 one. I hope you do more. Also, what games are you playing right now?
Vidya gay me live
You could add a small y axis waypoint for the clouds so that they kinda jiggle
could have made the dude in the tower say " I wonder if there is a different way to scale this tower" or something like that
climbing up the second time could have used a cut so we didn't sit in silences
You're right, should have cut that. I was thinking that as I was playing. Oops.
I hope you make more videos
If you want to see how to guide a player in a limited (but open) map, Banjo-Kazooie's Mumbo Mountain does it amazingly. It has paths and hubs everywhere with notes on roads to encourage you to try to see what they lead to. Your island's structure is just a big circle with nothing in between, which hardly leads the player or encourages them to try going in a specific direction.
As for performance, the total shader load would be pretty cheap and Unity might have had an easier time with performance if you hinted to Unity that your trees could be batched by marking them as Static in the inspector.
Also, try GPU particles! I don't think Unity has native support for them, but I think there are FOSS solutions and they should reduce the CPU load of your particles.
Thanks for the feedback! The way the structure is laid out is largely due to the broken physics. I really regret not rolling my own controller - I wasn't able to really climb/scale the mountain. I spent hours troubleshooting it, but in the end just didn't have enough time. If I continue, I'll replace the entire thing!
Any OSS GPU particles you can link to?
It looks like this is a decent GPU particles asset on GitHub but I haven't tried it. github.com/keijiro/KvantStream
I just discovered your channel. I really like your old game reviews and your opinions. Tho, that's mainly because I agree wholeheartedly with them. I watched the swtor one and the gw2 one. I hope you do more. Also, what games are you playing right now?
Remember the b-hop video you made? Titanfall 2 has bunnyhopping
Clip:xboxdvr.com/gamer/Edragyz/video/38321403