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Unity magicavoxel upgrade#
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Unity magicavoxel full#
As your character turns towards the 6, gradually it comes within the range of the thing that needs to be lit up.Features Edgy asymmetrical design with full mesh on the front panel. Let's say your character is in the middle of the clock, looking at the 3, and the enemy is at the 6. I'm sure you can think of some effect that's better than the object just blinking on.ĢD spotlights have an angle width, and you can check if any point in the lightable object is within a certain number of degrees (and within the radius) of the thing that needs to light things up. If it is, then you turn that object's renderer on.
Unity magicavoxel code#
You use the 2D raycasting code here:Īnd you check all the objects it hits, to see if they're something you'd like to appear in the light. I don't have an example, but I don't think it needs to be complicated. Another, simpler way to do it would be to have the red square's renderer only turn on when it collides with the yellow mesh.
I've seen people do things like this with rain drop effects in 2D games. Otherwise you'll always be fighting the 3D meshes to get 2D effects.īut if you must use a 3D mesh, then leo Quint's comment is right. This is what 2D spotlights are for - why not let the 2D lighting system do this kind of work, and then detect if it's in the range of the spotlight by using 2D raycasting? It seems like you must have started working with 3D, but you should start over again in 2D, and save yourself a lot of wrangling, if you want this effect. I don't know why you're starting with 3D objects (I assume 3D because you used the word "cone"), if all you want is 2D.