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BoatAttack

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2582 stars
960 forks
74 issues

Commits

List of commits on branch master.
Verified
e4864ca4381d59e553fe43f3dac6a12500eee8c7

update cinemachine (#185)

kkennytann committed 2 years ago
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36e3ad55e56daf4a5f22fcc81815796417401be4

Clear the old m_RendererData fields in the renderpipe assets as those confuse our new shader prefiltering system.

jjoravainen committed 2 years ago
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532a3f4d7265bb1861dd4e1012ca0a91d74acf08

Disable offending package (#179)

committed 2 years ago
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324ee65ba289beab6088859df552752fa145570f

delete and ignore packages-lock file (#178)

ssophiaaar committed 3 years ago
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a8a7abe6ba5d82105332522c9c674c1f0cd30b6c

Wave struct stores float instead of half types. This fixes a bug on some platforms where half types in structBuffers are stored as 16 bits. (#168)

kkaychang-unity committed 3 years ago
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2796fbc30d9b345aaacedb763ca2a5158bd918cd

Disable depth testing for a screenspace shader (#165)

mmatasx8 committed 3 years ago

README

The README file for this repository.

Note:This repository uses GitLFS, to use this repo you need to pull via Git and make sure GitLFS is installed locally

Boat Attack

Demo Project using the Universal RP from Unity3D

Click for Youtube Video

This Unity project has been created to aid the testing and development of Universal RP. The project is a small vertical slice of a boat racing game, complete with race-able boats and island environment.

Feel free to post any issues, but know this is a 'as is' repo, it's meant more for discovery of how some of the Universal RP features work and a learning resource for some tricks.

Project Features:

  • Uses Universal RP from Unity
  • Mobile optimized, low poly, LODs, no compute
  • C# Jobs buoyancy system
  • Cinemachine camera setups
  • Shader Graph usage
  • Post-processing v3 with Volume blending
  • Addressables asset management package
  • Custom Universal RP rendering for planar reflections via SRP callbacks
  • Custom SciptableRenderPass usage for WaterFX and Caustics
  • Gerstner based water system in local package(WIP)
  • Much more..

Demo Footage

Usage

Getting the project

via Git:

  1. Make sure you have GitLFS installed, check here for details.
  2. Clone the repo as usual via cmd/terminal or in your favourite Git GUI software.
  3. Checkout the branch that matches the Unity verison you are using, eg release/2019.3

Downloadable zips:

  1. 2019.3 Project (Unity 2019.3f5)

Load the project:

Once you have the project files locally you can load the project, ideally in the Unity version that is noted in the ProjectSettings/ProjectVersion.txt for the best experience. Upon loading the project will display a small welcome screen with some buttons to load starting scenes.

Scenes worth noting:

  • scenes/main_menu.unity - Starting menu scene if you want to have a full play-through of the demo.
  • scenes/demo_island.unity - Setup to play in the editor and go straight into an AI based race.
  • scenes/_levels/level_Island.unity - The scene loaded when entering from the main menu.
  • scenes/Testing/***.unity - Assorted test scenes, these are in need of updating and come as is.

Build the project:

One thing to make sure you do before building is make sure to build the addressable assets, this can be done via the addressables window, for more information please checkout the addressables package documentation. Once the addressable assets are built you can continue to build a player as usual.

One thing to mention is not all controls and platforms have been tested, especially for the menu work. if you want to just see the project running on a device you can add the scenes/demo_island.unity scene to the build list and disable/remove the others.

Todo

As this project is on going there is a lot more left that needs to be worked on, so I repeat this is not a resource for production ready workflow ideas or systems and lots of it was put together very quickly.

Some of the things left to do:

  • Make water system more modular and improve UX
  • Improve boat AI
  • Add imposter rendering for vegetation
  • Cleanup menu system to switch between Demoing/Playing/Benchmarking
  • Implement Unity Physics
  • Optimize cross platform performance and stability
  • Continue code cleanup
  • Wiki explaining features/systems in more depth
  • Add more sizzle....

Sunny Island

Credits

Andre McGrail - Design, Programming, Modeling, Textures, SFX

Alex Best - Modeling, Textures

Stintah - Soundtrack

Special thanks to:

Felipe Lira - For Making Universal RP & LWRP

Tim Cooper - Assorted SRP code help

And thanks to many more who have helped with suggestions and feedback!

Notes

*Make sure you clone the repo as downloading the zip will not contain the GitLFS files(all textures/meshes etc)