![]() ![]() This is somewhat hard to grasp if you are not used to Unity, but it is extremely trivial to create a VR app from an existing scene. Aiming is actually easier in VR, mostly because the controls in the Android version are too small. It is also an example why turning a mobile game into a good VR game requires a number of extra steps, as the enemies are sometimes hard to see, the textures are low resolution and the final scene switches back to 2D. This is actually a game where you blow things up (angry bots, to be precise) instead of just walking around, takes about 20min to complete and is licensed to be used by anybody for free. One example is the VR version of Angry bots, a complete demo project from Unity. It is actually pretty easy to turn a mobile game into an unpolished VR app, as long as the player uses a bluetooth or USB controller. ![]() ![]() Strictly speaking Shadowgun VR is based on stolen code, so making MadFinger aware of it might not be the best idea. MadFinger was not involved and didn't even license the scene to be used in this way, only the shaders are free for anyone to use. The first level of Shadowgun was provided by MadFinger as an example for shader optimization on mobile in early 2012, and the creator of the petition took this and simply dropped the camera from the Durovis Dive SDK into it. In a very similar way we use this shader for light rays, light source cones and other alpha effects.The petition is actually here, but don't get your hopes up. Its simple to duplicate and distribute Fog planes through the level anywhere its needed. The shader then evaluates distance to the viewer and handles surface fade in/out appropriately.Vertex normal determines the direction of movement.Vertex color alpha determines which vertices are moveable and which are not (in our case, vertices with black alpha stays, those with white alpha moves).Preparation of the mesh in 3D app to work correctly with shader Once a player comes too close to a fog plane, it fades out and moreover, vertices of the fog plane are pulled away (because even a fully transparent alpha surface still consumes lot of render time). The solution we came up with is the use of simple mesh faces with a transparent texture (Fog planes) instead of global fog. When you turn on the global fog in 3d engine, the framerate often drops below a usable level, especially on older mobile devices.įrom a graphics point of view however, fog dramatically improves look of the environments, especially helping to perceive the depth and space of a scene. For those of you new to some of the terms mentioned here, we include links to external sites explaining the concepts involved: We'd like to thank MadFinger for their help with this project and for all the information they provide below. It should be noted that this is not a gameplay example but purely designed to assist you in learning about optimal mobile techniques. The sample level project can be downloaded via the button below. We now have a dedicated forum thread for discussing the optimization tips shown in this sample level. So that you're not in the dark when it comes to optimising your games, we got together with MadFinger Games, the developers of blockbuster mobile title ' ShadowGun' to offer you a sample level project packed with innovative techniques, to help you learn about the techniques that they employed when creating their game. One of the biggest parts of our job is ensuring that Unity is a highly performant platform for you to deploy to mobile devices, but when it comes to getting the best performance out of your games - that's where you come in. Here at Unity, we want to offer you the smoothest experience for making fantastic games.
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