Post by uberwiggett on Jun 2, 2017 5:54:30 GMT
So I contacted the developer of a new physics asset the other day to see if the previous commenter's issues about performance were a concern in a large world RPG scenario. The answer was pretty much NO! which is great so I snapped up this little gem.
While last time I grabbed a physics system that catered for magnetism, zero gravity, wind and water, this time I grabbed one for physics based sound. It allows me to append special sounds to objects via a pool system, and the sounds that play on collisions are altered by the velocity of the object and what type of surface it is impacting. This means that I can get both impact sounds and sliding sounds that actually alter themselves depending on how fast the object is moving. For me, this means potions falling to the ground will clink in varied ways when they bounce on the ground and sound different when they hit each other, and large rocks or crates will make noise as they slide across the surface towards the magnet magic blast that I shoot. It's really cool and really simple to implement (so far no issues with integration!) It comes with a pretty decent set of sounds though most of the slide sounds are missing (only look at plastic so far having all the sounds, will have to find some for glass/metal/brick). But it's literally as easy as dropping in the prefab into the scene or just adding the script and an audio source (empty) onto an object. See the video below for a quick demonstration in Invector TPC
and link to the asset here
While last time I grabbed a physics system that catered for magnetism, zero gravity, wind and water, this time I grabbed one for physics based sound. It allows me to append special sounds to objects via a pool system, and the sounds that play on collisions are altered by the velocity of the object and what type of surface it is impacting. This means that I can get both impact sounds and sliding sounds that actually alter themselves depending on how fast the object is moving. For me, this means potions falling to the ground will clink in varied ways when they bounce on the ground and sound different when they hit each other, and large rocks or crates will make noise as they slide across the surface towards the magnet magic blast that I shoot. It's really cool and really simple to implement (so far no issues with integration!) It comes with a pretty decent set of sounds though most of the slide sounds are missing (only look at plastic so far having all the sounds, will have to find some for glass/metal/brick). But it's literally as easy as dropping in the prefab into the scene or just adding the script and an audio source (empty) onto an object. See the video below for a quick demonstration in Invector TPC
and link to the asset here