Awesome REALISTIC DESTRUCTION! (Add it in 5 MINUTES! Rayfire Asset Review)

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  • เผยแพร่เมื่อ 22 ม.ค. 2025

ความคิดเห็น • 127

  • @CodeMonkeyUnity
    @CodeMonkeyUnity  3 ปีที่แล้ว +6

    ⚡ Get RayFire (affiliate) assetstore.unity.com/packages/tools/game-toolkits/rayfire-for-unity-148690?aid=1101l96nj&pubref=rev_rayfire
    ✅ Unity Black Friday! 500 BEST Assets on Sale! assetstore.unity.com/?aid=1101l96nj&pubref=rev_rayfire
    ❤ Use the Coupon CODEMONKEY10 to get 10% OFF!
    🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses
    📝 Black Friday 2021 - Code Monkey Highlights 📝
    assetstore.unity.com/lists/black-friday-2021-code-monkey-highlights-6872301638186?aid=1101l96nj&pubref=rev_rayfire
    00:00 Intro
    03:00 RayFire for Unity Demos and Documentation
    12:43 How to add RayFire to your Game
    23:19 RayFire for Unity
    Asset Review - Unity Asset Store th-cam.com/play/PLzDRvYVwl53uPh5QV8fCpVIrOPs2JyJxZ.html
    Awesome Third Person Shooter Controller! th-cam.com/video/FbM4CkqtOuA/w-d-xo.html

  • @kip258
    @kip258 3 ปีที่แล้ว +58

    If you want a free option, just put a full model in your game, use the shatter modifier in blender on your model, then export the pieces seperately from your main model, and swap them in place of the full model when you want your object to break! It's not nearly as fancy as this unity package but it's a quick and easy way to get some level of destruction into your game!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +8

      There's also a way to do it inside Unity but it's a bit more work th-cam.com/video/tPWMZ4Ic7PA/w-d-xo.html

  • @CRUMVIII
    @CRUMVIII 3 ปีที่แล้ว +29

    A bit out of my price currently especially since I'm not even close to ready for a commercial game but def worth keeping a note of in future cos this looks very useful. :D

    • @MrDragonatis
      @MrDragonatis 9 หลายเดือนก่อน +1

      2 years into the future, but RayFire will be soon at 70% off if you are still interested.

  • @MirVadim
    @MirVadim 3 ปีที่แล้ว +40

    I am really grateful for creating this tutorial. Let me know in Discord if you will need any kind of help. Thanks.

    • @homemacai
      @homemacai 3 ปีที่แล้ว +1

      Da man!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +6

      Great job on making the asset! It's truly impressive

    • @MarushiaDark316
      @MarushiaDark316 3 ปีที่แล้ว +1

      Thanks for this asset. Just purchased. Quick question - how would you go about adding components to the debris, such as if I want them to be collectable or destroyed over time, either to save on performance or as part of a gameplay mechanic?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +2

      @@MarushiaDark316 You can access the RayfireShatter script and access the fragments list, just like I did in the Slice demo in the end.

  • @Povai
    @Povai 3 ปีที่แล้ว +5

    Good Video Man Keep up the consistent Uploads!

  • @jlitodelcid326
    @jlitodelcid326 3 ปีที่แล้ว +4

    This asset is perfect. Thanks for sharing it with us.

  • @wtflolomg
    @wtflolomg 3 ปีที่แล้ว +12

    I have been wanting this asset for a while, but the price is pretty high... 50% off is great, but I was hoping this would find its way into a lightning event so I could get it significantly cheaper. Honestly, RayFire and A* Pathing Pro are the two assets I'd really like to add to my toolkit. I have a couple of decent assets similar to RayFire, but this one is slick.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +4

      Would this make your game better? If so, how long would it take you to make this system yourself? How much is your time worth? That's how I look at assets

    • @wtflolomg
      @wtflolomg 3 ปีที่แล้ว

      @@CodeMonkeyUnity Very good criteria... but I also look at tools I want to have in my toolbox for future work, as well. Still, if I can get the asset at 90-80% off, it makes the decision much easier than at even half off the $170 price :D

    • @wtflolomg
      @wtflolomg 3 ปีที่แล้ว

      It looks like the lightning sale is done at 3pm... it's been a good run. I did take advantage of the cat model with animations - my cat was glued to the screen during the demo, so I guess I'll have to make a game with it. I also picked up RayFire and A* Pathfinding Pro at 50% off, at least.

  • @darthsquirrel4247
    @darthsquirrel4247 3 ปีที่แล้ว +2

    Love you honestly 😃

  • @jacquacooper
    @jacquacooper ปีที่แล้ว

    May you be rewarded for making this video. ❤🥇❤🥇

  • @Povilaz
    @Povilaz 3 ปีที่แล้ว +1

    Now that's cool

  • @downstream0114
    @downstream0114 3 ปีที่แล้ว +1

    A stress test would probably be quite relevant too. I'm commenting half way through, though.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      On the final demo that I showed there was a slight performance spike when hitting the Glass with the Runtime demolition but no impact whatsoever when using the other shatter modes (Precalculate on Awake)
      Depending on the target platform you just need to change the amount of fragments and it will run on anything.

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +2

      You can make a stress test by setting demolition depth to 5 or 6, it means than when box will be demolished to 20 fragments all these fragments will belong to layer 1. Then every fragment will be demolished on collision to another 20 fragments and all these fragments will belong to layer 2, and so on. In one of my stress tests I demolished simple cube to 20000 fragments. Obviosulsy at the end it took several seconds for every frame but it worked :) If you will tryto do the same keep in mind that there is default 1000 fragments limitation in RayFire Man, you will need toincrease it first.

  • @arcday4281
    @arcday4281 3 ปีที่แล้ว +5

    Great videos ! Useful before buying! The sale is great, but for me it is strange that there is no "VFX" in "Lightning Deals" among hundreds of assets!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Yeah I've also noticed a lack of VFX on the lightning deals, thankfully I already have quite a bunch of packs from previous sales.

  • @WhitmanEntertainment
    @WhitmanEntertainment 3 ปีที่แล้ว +2

    0:26 Damn, the asset even works on Videos.

  • @ludvigerdmann3352
    @ludvigerdmann3352 3 ปีที่แล้ว +2

    Looks like a great asset, but a bit too expensive for me, but I'm gonna remember it to the future :)

  • @qin6409
    @qin6409 3 ปีที่แล้ว

    codemonkey, you are totally genius, almost know everything

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      Heh that's an illusion though! Every video you see has hours of research behind it not to mention 20 years of experience.
      So don't get discouraged if it seems like things are hard for you! Just keep at it!

  • @jamesonvparker
    @jamesonvparker 2 ปีที่แล้ว +1

    Is this destruction network replicable? Will it stay in sync across multiple clients?

  • @gktrk100
    @gktrk100 3 ปีที่แล้ว +1

    Hey i tried just like yo added skinned mesh for rayfire but nothings happens can you explain little bit more active skiined mesh slide

  • @D-Dev
    @D-Dev 3 ปีที่แล้ว +3

    RayFire is awesome. Can you create similar video about this low poly skybox package which you use in this video?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      It's this one assetstore.unity.com/packages/vfx/shaders/polyverse-skies-low-poly-skybox-shaders-104017?aid=1101l96nj&pubref=rev_rayfire

    • @D-Dev
      @D-Dev 3 ปีที่แล้ว +1

      @@CodeMonkeyUnity Yeah I know. I’m just curious your opinion and maybe short tutorial how to exactly use it this tool. :D Because as I know except using premade skyboxes you can create your own.

  • @SwizzyPlays
    @SwizzyPlays 5 หลายเดือนก่อน

    I cant get this to work to save my life. Rayfire tutorial scenes work but I tried this on a cube object and it does nothing but get pushed by the gun it does not ever fracture. Help me please lol I am using Unity 2022.3.4

  • @VyvyanTheGreat
    @VyvyanTheGreat 3 ปีที่แล้ว +1

    Amazing asset! I feel like I wouldn't get anything done - I'd just spend all my time smashing everything.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Heh it is very satisfying to just play around with the demos!

  • @downstream0114
    @downstream0114 3 ปีที่แล้ว +2

    Can you leave parts of the target intact? Like a wall's base.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Hmm I don't think I saw any demo like that where you could "mask" the parts to be destroyed. But you could always just split it into two meshes.

    • @billhall1555
      @billhall1555 3 ปีที่แล้ว

      The DinoFracture asset demo shows glued edges in a window but I don't know how it compares on performance to Rayfire. Rayfire seems more features but it's hard to say.

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +3

      Yes you can, there is Unyielding component whih allows to define box aread by its gizmo and apply to them specific physical properties. Like making all fragments inside gizmo unyielding and not affected by shooting.

  • @RexSmithII
    @RexSmithII 2 ปีที่แล้ว

    For the gun shooter script you did, what if my bullets just don’t keep going straight, my shooter is more realistic where over distance the bullet starts to decline . How to adjust the ray gun to that?

  • @ravenant
    @ravenant 3 ปีที่แล้ว +1

    Awesome

  • @davidmcdermott8259
    @davidmcdermott8259 3 ปีที่แล้ว +2

    Can you replace the texture along the edge of the fragments or does it always inherit the same texture as the original object?

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +2

      You can define another material for inner surface.

    • @davidmcdermott8259
      @davidmcdermott8259 3 ปีที่แล้ว +2

      @@MirVadim cool thanks

    • @j.vonhogen9650
      @j.vonhogen9650 3 ปีที่แล้ว +2

      I'd like to know if you can replace the textures of an object with low resolution equivalents right after impact, so you could save some memory when the debris is piling up in a scene. No need to have highly detailed textures on fragments of an object, right?

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +2

      @@j.vonhogen9650 Yeah, in addition for Inner material property, there is Outer material property whih allows to define material which will be applied to fragments outer surface. Also, there is Reference Demolition type which allows to preshatter object in editor and use these fragments as reference so when object will be demolished it will be replaced by these fragments, so you can prepare them in any way you want and swap with original object at demolition.

    • @j.vonhogen9650
      @j.vonhogen9650 3 ปีที่แล้ว +1

      @@MirVadim - Excellent! Thank you so much for the extensive answer!

  • @neilfosteronly
    @neilfosteronly 3 ปีที่แล้ว +2

    I have almost bought this asset. But guessing no way it can slice meshes that are high poly models. Looks very good to use with a gun and it seems way better that what I am using for destroying things at run time. Really cool asset that does two things well. I am using one asset to do slices more than once on starting mesh, and another for destroying things.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +2

      What is your definition of High poly? The complex pillar in the official demos has 2000 triangles and it works perfectly. I don't see why it wouldn't work on something insanely high poly.

    • @neilfosteronly
      @neilfosteronly 3 ปีที่แล้ว +2

      @@CodeMonkeyUnity Does it work with Mixamo Brute character? I have used my own script based on the MIT license , also used others on asset store. None seem to slice more than once, and once seem to often cause a crash.
      This asset does look cool. Does multiple things well it looks, so no need to learn different assets.
      Thanks for your videos, they are always great.

  • @XboxPlayerPL
    @XboxPlayerPL 3 ปีที่แล้ว +1

    How’s the multiplayer network syncing?

  • @xmetax
    @xmetax 3 ปีที่แล้ว +1

    This looks like pretty neat asset. Any details on how it affects performance? Is it creating a boat load of extra meshes / objects from what was originally a single mesh.... idk it sounds really convenient but maybe not very performant?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +2

      Yes each part needs to have its own mesh. For performance it all depends on the settings you use. If you choose Runtime shatter with a ton of fragments then it can cause a pretty serious spike. On the other hand if you Pre-shatter the object then the cost is negligible.

    • @HollowPoint503
      @HollowPoint503 2 ปีที่แล้ว +1

      @@CodeMonkeyUnity I’m pretty new to Unity, but would it be possible to do multiple pre-shatters and have the game pick one depending on the type of collision it encountered? IE: a laser slice or a bullet or explosion?

  • @Walter_Hartwell_White356
    @Walter_Hartwell_White356 3 ปีที่แล้ว +1

    How do you Added a gun on the character? :(
    Sorry for the bad english

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      I covered how the character works here th-cam.com/video/FbM4CkqtOuA/w-d-xo.html

  • @MostlySpider
    @MostlySpider ปีที่แล้ว

    I get this error when trying to create the gun. The type or namespace name 'RayfireGun' could not be found (are you missing a using directive or an assembly reference?)

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว

      Did you import Rayfire? Maybe they renamed that type in a recent update?

    • @MostlySpider
      @MostlySpider ปีที่แล้ว

      @@CodeMonkeyUnity I ended up having to add an assembly reference in my project. Thanks for the quick reply.

  • @saadblabla
    @saadblabla 2 ปีที่แล้ว

    What if I want to add sounds ?

  • @SubzeroBlack68
    @SubzeroBlack68 7 หลายเดือนก่อน

    I know this is an old video so dont know if Ill get an answer. But how does AI handle navigation around this? Like lets say I want a wall to be breakable. Then when it does finally break, how would I allow AI to know they can walk through that side now?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  7 หลายเดือนก่อน

      Normally you have a box collider for the pathfinding collision, then listen to an event when the object is destroyed and disable/destroy that collider and refresh the pathfinding

    • @SubzeroBlack68
      @SubzeroBlack68 7 หลายเดือนก่อน

      @@CodeMonkeyUnity I appreciate you coming back to an old video to answer my question.
      With this asset on sale it just made sense for me to look at all the best overviews for such things

  • @Tobiman12
    @Tobiman12 3 ปีที่แล้ว

    Can u do a tutorial on how to create a sword which can slice objects using this slice

  • @random_precision_software
    @random_precision_software 3 ปีที่แล้ว +1

    Great tool, it is it compatible with URP and HDRP ?

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว

      Yes.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      The asset just slices/shatters the mesh, you can use whatever material you want with it

  • @shineofori7196
    @shineofori7196 3 ปีที่แล้ว +2

    CODEMONKEY !!!!!!!

  • @Hassan047
    @Hassan047 3 ปีที่แล้ว +6

    This looks super good, shame it's so expensive :(

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +6

      Would this make your game better? If so, how long would it take you to make this system yourself? How much is your time worth? That's how I look at assets

  • @pytchoun140
    @pytchoun140 3 ปีที่แล้ว +1

    Can you do a video on multiplayer ?

  • @Director414
    @Director414 ปีที่แล้ว

    I've got the asset and are playing around with it. I wonder what type of damage-system I should combine it with? Before I had 3d-projectiles carrying my damage-script, but that solution seem to conflict with RayFire-damage system, since I then apply force 2 times (both my bulletsRb and RayFires own system). I'm thinking probably change to dealing damage to enemies by casting a ray instead, and leave all collision to RayFire on a separate layer. But then I'd be constrained to only have RayFire-rigids for 100% of all physics-interactable object in the whole game..
    What would be a typical workflow here? The documentation is good, but I can't seem to find any real game implementation and discussion of any recommended approach. It also seems like "Pre-shatter" is more or less a requirement to make this performant. @MirVadim
    Cheeer! Awsome video CodeMonkey, and also awesome asset MirVadim!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  ปีที่แล้ว +1

      Probably best to keep them separate. So keep handling your enemy damage logic as usual with whatever health system you're using unitycodemonkey.com/video.php?v=tf8NhUgORQg
      And at the same time shoot like I did at 20:30

    • @Director414
      @Director414 ปีที่แล้ว

      @@CodeMonkeyUnity Thanks for the reply! 😊 Better to deal damage with a raycast system rather then physical projectile perhaps? When combined with RayFire?

  • @zqm4872
    @zqm4872 2 ปีที่แล้ว +1

    Hello, I'm from China, I like your video very much, but my English is not very good, it's a little hard to learn your video... In this video, at 19:46 seconds, the pistol shoots the Cube, the Cube will all smash and spill , but when you write the code and shoot again, the Cube is not completely shattered, but is shattered by the shooting part, I want to know which parameter is changed, thank you!

    • @ezaf5989
      @ezaf5989 2 ปีที่แล้ว +1

      your English is pretty good

  • @micflynn1
    @micflynn1 ปีที่แล้ว

    I wish he had a personal use version for non-profit games. Cheap version maybe just breaks things into X number of parts and that's it? Like $25 US lol

  • @juaecheverria0
    @juaecheverria0 3 ปีที่แล้ว

    Whats better khaos or rayfire?

  • @alsgaming1426
    @alsgaming1426 3 ปีที่แล้ว

    hey when i use the asset either the object im destroying becoms 4 of its self in the background all solid or the mesh collider seperates and becoms its own entity idk whats going on

  • @patricktalksalot427
    @patricktalksalot427 3 ปีที่แล้ว +1

    This asset looks amazing and I would love to get it, but like plenty of other people in this comment section, its just a little to pricy. It looks like this asset is more focused on realistic destruction of individual meshes, but how would it do simulating structures and collapsing buildings? Games like Teardown can make destruction super satisfying, but that satisfaction is often interrupted by floating roofs and building that should not be standing. I think if RayFire or some other super smart person could make a destruction asset more focused on realistic structures, that would be incredible!

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +2

      There is support for preshattered structure demolition, You can notice some structure demolition demonstration at 23:17 Check Connectivity and Collapse features.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      The connectivity setting lets you define complex structures th-cam.com/video/WeKrhsZyXsE/w-d-xo.html&ab_channel=MirVadim

  • @thanitsakleuangsupornpong2449
    @thanitsakleuangsupornpong2449 3 ปีที่แล้ว

    Does this asset support the Voxels mesh? Like the one that MagicaVoxel use? Thanks!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      No idea how MagicaVoxel works but a mesh is a mesh, it's just triangles regardless of how the data is structured.

  • @tosvus
    @tosvus 2 ปีที่แล้ว

    Great video! Can you tell me if I can get cracks on first impact and it falling apart on second impact? (regardless of force on either impact). Think Arkanoid. Author never answered my question so hoping you or someone else can chime in. Thanks!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  2 ปีที่แล้ว +1

      Hmm I think you can create the destroyed parts and immediately disable physics, then enable them on the second hit. But if the parts are perfectly constructed I don't think you'll be able to see the cracks, so they need to be a tiny bit smaller than the original object.

    • @tosvus
      @tosvus 2 ปีที่แล้ว

      @@CodeMonkeyUnity Thanks, appreciate it!

  • @alijaras
    @alijaras 3 ปีที่แล้ว +3

    I love assets review serie even if I didn't need those assets

  • @mjbarreca
    @mjbarreca 3 ปีที่แล้ว

    Okay but how do you get to asset store I try to get assets and when I click add to cart on chrome it loads non-stop and doesn't work

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      Hmm odd, sometimes it refreshes for me but only once, that's the store trying to log me in.
      Maybe try manually logging out and back in

  • @suicune2001
    @suicune2001 3 ปีที่แล้ว +1

    I was eyeing this asset yesterday but didn't buy it. You've convinced me. lol

  • @Tobiman12
    @Tobiman12 3 ปีที่แล้ว

    hi i tried 2 use your coupon and it says 2 me that its not available...,can u fix it plz?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      The coupon only works if the asset is not discounted, right now it's already 50% off

  • @Digildon
    @Digildon 3 ปีที่แล้ว +1

    make slised humanoid model ragdoll after cut,
    this is interesting

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +1

      For now sliced skinned mesh generates rigid fragments, ragdoll generation is in TODO list.

    • @Digildon
      @Digildon 3 ปีที่แล้ว

      @@MirVadim it will probably consume a lot of resources after several slices. I hope you are familiar with the mechanics of Metal gear rising, there are perfect slices.

  • @animeguy267
    @animeguy267 3 ปีที่แล้ว

    Hey can I use this in unity 5

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว

      Probably not, Unity 5 is ancient, why are you on that version? Unity is free

    • @animeguy267
      @animeguy267 3 ปีที่แล้ว

      @@CodeMonkeyUnity because I have 32 bit system 😅

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว

      Sorry, it supports Unity 2018.4 and newer.

    • @aliatef7203
      @aliatef7203 2 ปีที่แล้ว

      @@MirVadim keep up the great work man, so far its been absolutely fantastic

  • @ggre55
    @ggre55 3 ปีที่แล้ว +2

    it's just getting easier to make games

  • @Aerionix1
    @Aerionix1 3 ปีที่แล้ว

    Has anyone got an opinion on this vs Dinofracture?

  • @zaixrx
    @zaixrx 3 ปีที่แล้ว +1

    Cool

  • @vishwahsiva8738
    @vishwahsiva8738 3 ปีที่แล้ว +1

    This why you should use unreal,they have built their own physics system chaos which enable use to add destruction like this for freeeeee

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      There's also a free way to destroy things in unity th-cam.com/video/tPWMZ4Ic7PA/w-d-xo.html

    • @MirVadim
      @MirVadim 3 ปีที่แล้ว +2

      As fas as I know, it can't demolish object in runtime over and over again, you have to preshatter object to fragments collection in Editor first. But I could be wrong, maybe they already added something like this, didn't check their progress for a long time.

  • @odo432
    @odo432 3 ปีที่แล้ว

    Looks like a great asset. But I could have sworn it used to be way cheaper than it currently is. Not sure I can justify spending that kind of money on this asset. Maybe if it lands in a Humble Bundle.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Would this make your game better? If so, how long would it take you to make this system yourself? How much is your time worth? That's how I look at assets

    • @odo432
      @odo432 3 ปีที่แล้ว

      ​@@CodeMonkeyUnity I don't doubt this is a great asset (It certainly looks good) and the developer certainly deserves credit and praise for their accomplishments. As you stated, it really depends on your use case.
      But sometimes I feel such assets hard to justify purchasing (I'm beginning to learn from my mistakes after $1000+ in asset purchases).
      I believe Unreal Engine has a very similar feature which is free and it's a direct competitor to Unity. There's the risk that Unity may acquire such a feature (as they have with other assets like Bolt). And many indie developers don't have the sort of income which would give them the privilege of making such a purchase.
      Would be great if the developer could offer a free or discounted (basic features) version similar to A* Pathfinding developer offers.

  • @ProjectPSolo
    @ProjectPSolo 3 ปีที่แล้ว +1

    I played that squid game

  • @wartem
    @wartem 3 ปีที่แล้ว

    Only €75.93 and that's half normal price

  • @23bobjr
    @23bobjr ปีที่แล้ว +1

    Sadly, since this video was made, the devs got greedy and vastly increased the purchase price of the asset pack.

  • @Amazing-he3uf
    @Amazing-he3uf 3 ปีที่แล้ว +1

    I am the first one

  • @Amazing-he3uf
    @Amazing-he3uf 3 ปีที่แล้ว

    Hi

  • @yncor9756
    @yncor9756 3 ปีที่แล้ว

    Hiiii

  • @GameBoy-ur9mb
    @GameBoy-ur9mb 3 ปีที่แล้ว

    This is so good! OMG!!
    but it's paid :(

  • @shockerx2539
    @shockerx2539 3 ปีที่แล้ว

    Bruh

  • @Amazing-he3uf
    @Amazing-he3uf 3 ปีที่แล้ว +4

    Congrats for the person who found this comment it the first

    • @NameUnknown-
      @NameUnknown- 3 ปีที่แล้ว +1

      It wasnt me :( it has 5 likes already

    • @Amazing-he3uf
      @Amazing-he3uf 3 ปีที่แล้ว

      @@NameUnknown- ,👀

    • @acrilly
      @acrilly 2 ปีที่แล้ว

      it still has 4 likes?

  • @DePistolero
    @DePistolero 3 ปีที่แล้ว

    Rayfire is far from optimized....

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  3 ปีที่แล้ว +1

      Every test I tried worked perfectly, the only slight stutters I had was when using runtime destruction and tons of particles. Replaced it with pre-shatter and worked flawlessly, no performance impact that I can measure.

    • @DePistolero
      @DePistolero 3 ปีที่แล้ว

      @@CodeMonkeyUnity I did use it only during runtime, almost all other scenarios you can use blender to prefracture things. But not during runtime. I also tried it on mobile where it didnt shine. Simple slice tool was spiking in profiler very deep into below 15fps... While some git repositories had barely any impact on profiler. For same slicing action.