Thanks for checking out my game! I really appreciate the feedback as well. Would this mean sourcing different assets or using an extention/setting for unity?
Sorry I'm not using Unity, so I don't know, but I'd assume there are features or extensions / addons that deal with Level Of Detail. There are some plant generation tools that are supporting automatic creation of multiple levels of detail of the same tree. Writing a script that hides hi-poly versions and shows low-poly versions of plants at a higher distance (and vice-versa) is then however not rocket science. The tricky part is the transition between versions, or to prevent pop-in artefacts. Alpha fading between versions is smooth, but causes Z-sorting issues in many engines, don't know about Unity tho.. Also, trees at the horizon that's part of the skybox may allow to use less actual trees.
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Looks beautiful, but gets pretty slow, maybe try to use a LOD system for the plants.
Thanks for checking out my game! I really appreciate the feedback as well. Would this mean sourcing different assets or using an extention/setting for unity?
Sorry I'm not using Unity, so I don't know, but I'd assume there are features or extensions / addons that deal with Level Of Detail. There are some plant generation tools that are supporting automatic creation of multiple levels of detail of the same tree. Writing a script that hides hi-poly versions and shows low-poly versions of plants at a higher distance (and vice-versa) is then however not rocket science. The tricky part is the transition between versions, or to prevent pop-in artefacts. Alpha fading between versions is smooth, but causes Z-sorting issues in many engines, don't know about Unity tho.. Also, trees at the horizon that's part of the skybox may allow to use less actual trees.
Awesome, thank you for your reply and suggestions! I'm looking into LOD options with Unity now. Enjoy the rest of the week :)