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Here are the implementation of water wave effects on 2D sprites and 3D meshes: Preview Link The math behind it is simple, the water wave is simulated by the Sin function, and then the fluctuation range is increased in the Update function. _pass = this.node.getComponent(Sprite).material.passes[0]; x,waveFactor.y-uv0.y); x,waveFactor.y-uv0.y);
You can use the library to easily create scenes, add layers, build sprites, handle actions and collisions, add key events, and so much more. While other game developers might be able to tackle detailed coding requirements or easily debug code issues using their knowledge, Kaboom.js Load your Sprites and Create a Player.
This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?
Hello, I’m working on a custom material/effect with a USE_INSTANCING branch that works on sprites, but does not work on a spine character. I’ve tried the different animation cache modes, and enable/disable batch. The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed.
The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. After all, light is just a localized brightening of the image. The technology is not complicated, but the number of points is more or less limited, and debugging is also troublesome. I tested it with an image.
As a side benefit, you can look at the script in the inspector and see the Entity’s id which may be useful for a variety of debugging purposes. Because of the grid-based nature of my game, I position my sprites at whole number coordinate positions like "(2, 3)". Therefore I needed to create my own array that could be re-used.
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