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As I started working on a private project, I've decided to do some sort of fresh start and see what I could improve using UnityRO as a starting point. Much have evolved since then, I've finally cracked the attack speed animations, since #107 from September 2022, almost one year later.
Untitled.mp4
The trick for that was a "hidden" magic number based on the class and some other multiplication hidden deep in the original files loader which would multiply the animations delay by 25 (?)
I've also spent some time trying to replicate the amazing parametrized system roBrowser did for their effect which in conjunction with Unity's ScriptableObjects makes it a breeze to create the so called "hardcoded effects" (primitive based effects)
hardcoded.mp4
And also fixed some issues we had with STR effects blend modes, z positioning and etc
Untitled.1.mp4
2D effects in 3d space mostly work but I haven't touched them in some time...
Billboard now is done via shader, also the offset of layers is also calculated on the shader via parameters sent via CPU. I've also done some work to receive shadows on the sprites but so far the ZWrite must be Off so the layers stay organized and that makes the shadows not work properly. The ground is now generated in a single huge mesh so I'm able to split in several 16x16 smaller meshes to make occlusion culling work.
Untitled.1.mp4
I've started reworking the asset handling so I don't extract all the not used shit inside GRF, that's why some things might stop working when using this PR.
Whats left?
I haven't extracted headgears, weapons and shields yet. There's still work to be done regarding monsters and npcs sprites, those duplicates are not being properly handled.
I'm also not satisfied with the way the usage of lights in the environment, I think there's still something missing to reach a more "alive" feel.
Overall, this aims to make more use of Unity's ScriptableObjects and stop relying on some crazy random db code written in c#. I also strongly believe the way I did approach
Addressables
which is a hell of a feature was not the correct, which rendered the project difficult to setup and start contributing.Closing words
Being that said, this might be my last meaningful contribution for the project as whole for now, I will keep contributing to the unityro-sdk and unityro-resources repos as I progress on my personal project.
I will still try to get everything back working on this one and steer the docs towards the best way to setup the project and create your private clone without mentioning us, don't worry.
For the few out there who contributed for this amazing project, thank you! I mean it.