This asset gives you:
- Fluid Portals System
- Non-Eculidian tunnel effect
- A first person controller...all ready to drag and use.
At the bottom you have links to online documentation,video of the latest version being played and demonstration of the easy implementation. Also, a real build so you can play the demo yourself.
\"Fluid portals\" means you can enter a portal (from room A to room B) without noticing when you leave one room and enter the other, since you can see the other room at every moment, as if it was really there across the arch.
This portals only teleport from one side. From the other side they look like normal archs.
This package also contains a \"non-euclidian\" tunnel effect. That means, a tunnel that from outside looks short but from inside is huge, and it comes in two versions:
- One with both long sides
- One with only one long side (only from one end you enter the long tunnel)
The package contains a demo scene with 4 rooms connected with this portals, and a ball gun, just to experiment with other objects going through portals.
FULL SUPPORT FOR \"SKEWED\" PORTALS
From version 1.1, when two portals has different rotations (for example, one facing north and other facing west, or one in the wall and the other in the roof), they work very smoothly. When something teleports, it also \"rotates\" its velocity, and changes in position are also calclulated considering the rotations.
When crossing portals, forewards or backwards, there is absolutely no flickering or jumps. Teleportation are really smooth and unnoticeable.
Since version 1.2, a simple first person controller is included, so the Demo Scene is completely playable as it is, no 3rd party controller is needed.
OTHER F. P. CONTROLLERS?
You can use other controller, the one provided it's just an example. But, keep in mind:- Not every first person controller love the player being moved by other script. So, if this is your case, a little adjustment must be done. Just contact me and we'll solve it.- Not every first person controller allow sudden external rotation changes. If this happen to you, some examples are provided in documentation. Or, again, contact me.
OBJECTS THROUGH PORTALS (CLONES)
From version 1.3, objects can stand below portals (\"in between\" portals), and cross them seamlessly. You can choose whether to use this feature or not..
Recursive portals (like two parallel portals that create an infinite loop, similar to mirrors facing each other where you see infinite mirrors) is almost done, it's scheduled to next version 1.4. Just keep in mind that current version 1.3 and previous won't give you that. They only render once, so you shouldn't place portals in a way where one portal faces the other.
HOW TO USE:
As you can see in the video example of implementation, just import the package and drag the prefabs to your scene.
QUESTIONS? NEED HELP?
Whether you have questions before buying or you need help implementing the asset with your game, don't hesitate to contact me. Also, many of the improvements I've worked on has born from questions or issues the users had. So, again, contact me, I'll answer your questions and we can work together on the best way to adapt this asset to your game.
ONLINE DOCUMENTATION | DEMO (video) | DEMO (build)
IMPLEMENTATION FROM SCRATCH | MORE FROM THIS CREATOR
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