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• ### Similar Content

• Hi everyone! I'm currently working on a series of books about 2D Shader Development.

The idea is to synthesize a bunch of techniques that are specifically useful for 2D, even if they work on 3D as well.

I released the first book last week. It's 4.99 on Amazon or free on the series website, https://www.2dshaders.com

This is an independent initiative, I don't work for any publisher whatsoever. The contents of the books are the result of a 4-year span where I started teaching this in Argentina and USA, always making the workshop better. Now I'm expanding it to make more sense in book form.

I'd love to hear your opinions on the idea and if you get the book let me know what you think.

By the way, the examples are in Unity, but the concepts from the book should be easily transferable to any graphics api/engine.

Hope you like it!

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
• By GytisDev
Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.
• By aymen
please any know how can i' calculate the centroid from any number vertices

# Unity [Unity] Supporting Voxel Rotation

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In Unity, I've been working on procedurally generated planets made out of cubes. After a long time of testing and tweaking, I have it pretty much where I want it. The problem is, I want these planets to move around a star, which works okay, but I also want these planets to spin. In my code I use the position of where a raycast hits to find the block that would be built / broken. When rotating, though, there is no way for the planet to know that its rotated, meaning when you try to break a block on one side, it still thinks your breaking blocks on wherever that was originally. Is there any way to have it track its own rotation and use that to figure out (accurately) which block is being chosen? Or do I have to approach the problem from another angle?

Current method of replacing blocks:

    public void SetBlock(Vector3 pos, Block block)
{

float x = pos.x;
float y = pos.y;
float z = pos.z;

x = Mathf.RoundToInt(x);
y = Mathf.RoundToInt(y);
z = Mathf.RoundToInt(z);

x = x - this.transform.position.x;
y = y - this.transform.position.y;
z = z - this.transform.position.z;

pos = new Vector3(x, y, z);

blocks[(int)pos.x, (int)pos.y, (int)pos.z] = block;

UpdatePlanet();

}


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Use the transform class to transform the point. It will handle the rotation for you.

    public void SetBlock(Vector3 pos, Block block)
{
Vector3 localPos = this.transform.InverseTransformPoint(pos);
float x = localPos.x;
float y = localPos.y;
float z = localPos.z;

x = Mathf.RoundToInt(x);
y = Mathf.RoundToInt(y);
z = Mathf.RoundToInt(z);

pos = new Vector3(x, y, z);

blocks[(int)pos.x, (int)pos.y, (int)pos.z] = block;

UpdatePlanet();

}


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Or, more likely, what you want to do is transform the *ray* before you cast it, rather than transforming the point of intersection (unless the planet is a perfect spheere, these two things are not equivalent).

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HappyCoder, what you said works 50% - but half the time it picks the wrong block, 1 or two away from where it was hit. SwiftCoder, how exactly would I transform the way? I'm planning on multiple planets, so not all of them will be rotated the same way.

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SwiftCoder, how exactly would I transform the way? I'm planning on multiple planets, so not all of them will be rotated the same way.

You have to raycast against each planet individually, but that shouldn't be an issue (do planets intersect each other?).

Then just use Transform.TransformPoint() to transform the ray origin into planet space, and Transform.TransformDirection() to transform the directio into planet space.

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How exactly would I transform the ray to the planet's transform before it knows which planet it is going to hit? Sorry if im not understanding, I haven't done much work with positions and rotations in the past.

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How exactly would I transform the ray to the planet's transform before it knows which planet it is going to hit? Sorry if im not understanding, I haven't done much work with positions and rotations in the past.

You would perform a preliminary raycast against each planet's bounding sphere to see which one it hits.