![]() ![]() Option 1: For every constructible item I introduce, I create a RenderTarget2D and material. ![]() The other two, unfortunately, need to be created at edit time. The SceneCapture2D is okay since I can create that at runtime without issue. In order to use this solution for all of my items, I need to duplicate these per each constructible item. Great! Except I can't reuse the same three: moving the SceneCapture2D to target something else will overwrite the previous item's RenderTarget2D and Material - the UI will only be able to show one item at a time. This saves me from having to manually screenshot the items or have to get an artist to design icons for them. There is the SceneCapture2D object that can output objects in its frustum to a RenderTarget2D which can then then be used in a Material: So how can I automate this process to use the already-existing 3D blueprints I have for each item? To facilitate that, I don't want to be manually generating images of each constructible item and several times on top of that because items can have variants based on the material they're constructed out of. The models of each of these items are displayed to the user as part of a list of constructible items in the UI like in Valheim and many other survival building games:ĭue to the sheer amount of assets, I want to keep my iteration speed fast. These are just a few, but there will eventually be hundreds of them. I have various buildable 3D items in my game like so:
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