I ended up buying the asset because of this video, the creator owes you! I'm having some issues trying to get it to look nice though, I added my models texture and such into the created material but it's just one solid color. Do you have any advice for working with other textures/materials? Edit: I missed assigning the base map texture under visual properties, it looks more like I expect now. Just need to fine tune. Thanks again!
hey i like your videos, do u have a discord to join for some help , im still trying to set up my ASA Server but im stuck at the port forwarding part , I have a way other layout and I just dont know what to do? Please Help
Thank for your feed back! I am in the process of making a discord, I was going to say I was making it in the next video. This link will expire in 7 days, I'm happy to help, the discord just isn't finished being set up - so bear that in mind. discord.gg/D66kJjqm There was a ASA tool update last week, but from my quick test it looks the same, feel free to jump in and make a thread under the game-related category and we'll find out what's going on :)
That's a really tough criteria to gauge, and I'd need to set a bench mark. But in my testing, it did perform well. The bigger the object, the more expensive the cost is, as well as what effects you're using. As a blanket statement, I personally think it performs well. I had a blank scene with 30 Synty Ships and had the physics on to make the voxels fall and scatter and it was mostly fine. Due to the size of the 6 Larger ships, when I had them transition from Voxelize to Dissolve, as it applied the physics to the voxels there was a noticeable stutter, but then it was butter smooth for the actual effect, just the initial transition
@@zentisca "How practical is it to build an entire scene with this asset? You've mentioned that it's a VFX-based process and not exactly a mesh converter. The Unity Asset Store seems quite limited when it comes to voxel-based options. For some reason, there aren't many other examples available. What are your thoughts on this?"
@@alperenctk1398 I know it's the same answer, but it's hard to tell. A Turn-based game for example; Let's say you wanted a level where every unit destroyed would play this effect. If you had a few units running this effect it would be fine, turn based can afford to be slower. But if you were planning to use this effect in an RTS, in a level where you had potentially 10's/100's+ units and multiple running this effect onDestroy on the same frame, it would not do well. But that's like anything in quantity. If you had the same unit's being destroyed and calling this effect, you could record the effect so it's precalculated, and call the effect from a OnDestroy Animation so they all start from the same point and let the effect seem more natural. I wouldn't know where to start with that, but it's certainly something you could do. If you were building a platformer and you were collecting coins and as the coins are collected, the effect runs - that use case for this asset would be perfect. As for the asset store and showcase from assets, I agree, there is defiantly room for improvement
This video made me buy it
I ended up buying the asset because of this video, the creator owes you! I'm having some issues trying to get it to look nice though, I added my models texture and such into the created material but it's just one solid color. Do you have any advice for working with other textures/materials?
Edit: I missed assigning the base map texture under visual properties, it looks more like I expect now. Just need to fine tune. Thanks again!
@xAjido thank you for your feed back, I really appreciate it. Helps keep me motivated to do more. Next video is thanks to you 🍻
hey i like your videos, do u have a discord to join for some help , im still trying to set up my ASA Server but im stuck at the port forwarding part , I have a way other layout and I just dont know what to do? Please Help
Thank for your feed back! I am in the process of making a discord, I was going to say I was making it in the next video. This link will expire in 7 days, I'm happy to help, the discord just isn't finished being set up - so bear that in mind. discord.gg/D66kJjqm
There was a ASA tool update last week, but from my quick test it looks the same, feel free to jump in and make a thread under the game-related category and we'll find out what's going on :)
What about the performance ?
That's a really tough criteria to gauge, and I'd need to set a bench mark. But in my testing, it did perform well. The bigger the object, the more expensive the cost is, as well as what effects you're using.
As a blanket statement, I personally think it performs well. I had a blank scene with 30 Synty Ships and had the physics on to make the voxels fall and scatter and it was mostly fine. Due to the size of the 6 Larger ships, when I had them transition from Voxelize to Dissolve, as it applied the physics to the voxels there was a noticeable stutter, but then it was butter smooth for the actual effect, just the initial transition
@@zentisca "How practical is it to build an entire scene with this asset? You've mentioned that it's a VFX-based process and not exactly a mesh converter. The Unity Asset Store seems quite limited when it comes to voxel-based options. For some reason, there aren't many other examples available. What are your thoughts on this?"
@@alperenctk1398 I know it's the same answer, but it's hard to tell.
A Turn-based game for example;
Let's say you wanted a level where every unit destroyed would play this effect.
If you had a few units running this effect it would be fine, turn based can afford to be slower.
But if you were planning to use this effect in an RTS, in a level where you had potentially 10's/100's+ units and multiple running this effect onDestroy on the same frame, it would not do well.
But that's like anything in quantity. If you had the same unit's being destroyed and calling this effect, you could record the effect so it's precalculated, and call the effect from a OnDestroy Animation so they all start from the same point and let the effect seem more natural. I wouldn't know where to start with that, but it's certainly something you could do.
If you were building a platformer and you were collecting coins and as the coins are collected, the effect runs - that use case for this asset would be perfect.
As for the asset store and showcase from assets, I agree, there is defiantly room for improvement