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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);
The game enables multiplayer gameplay through two options: local mode or server-hosted online mode, allowing players to either connect directly on the same local network or join others via dedicated servers through automatic system pairing. Billboard Sprites reduces GPU processing through the use of simple models for distant objects.
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. Maybe spine outputs skinned meshes that don’t support instancing? I’ve tried the different animation cache modes, and enable/disable batch. Nothing special, but I’ve attached it below.
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?
Inside the BP_Player editor, click on the mesh component in the Component tab at the top right corner: Now inside the Details tab on the right side, under the Mesh option for the Skeletal Mesh 3D object we are going to select the Mannequin 3D object: But make sure that you select the one which is located in the Art folder.
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