mattboch’s sprite display tutorial

mattboch’s sprite display tutorial

I need to apply the settings to everything still, but that’s a preview

[7:18]
and FRAPs will look worse than IRL so yeah, you can come check it out if you want! (edited)

mattboch
[7:32 PM]
ok so here’s what I did:

[7:33]
1. Project Settings -> Player -> Other Settings -> Color Space -> Set to: “Linear”

[7:34]
2. For all your sprites:
https://cl.ly/1O0m0n1z293C

[7:35]
(mip maps: on, mip map filtering: kaiser, filter mode: bilinear, compression: none) (edited)

[7:36]
3. Project Settings -> Quality -> AntiAliasing-> 8x Multisampling

mattboch
[7:41 PM]
4. Additionally, you can try the other types of anti aliasing (these weren’t actually on when we were just looking at it) but you may not have to. I would recommend using the post proc stack over the bit bucket cinematic effects repo but here’s both:
post proc stack: https://www.assetstore.unity3d.com/en/#!/content/83912
cinematic effects: https://bitbucket.org/Unity-Technologies/cinematic-image-effects
Bitbucket
Unity-Technologies / cinematic-image-effects
Unity Cinematic Image Effects
(edited)

[7:44]
As an aside, this kind of attention to detail eventually leads you down roads like this: http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/
PlayStation.Blog
N++ on PS4: Graphics ++
Hello again! We’re back with another blog post; this time we thought we’d talk about one of the new things we’re most happy with in N++: the graphics. One of the main inspirations for the look of N++ was print-based graphic design: bold, smooth blocks of color with crisp, sharp edges. (109kB)

[7:45]

”’The shapes we want to draw are defined geometrically, and a pixel’s color is determined by how much of each piece of geometry overlaps it.
This is a huge number of calculations, since it has to be done once for every pixel for every layer (most things in N++ are made of 4-8 layers); this also means generating a lot of geometry — each frame of N++ is made of up to 1,703,936 triangles!
The result is immaculately smooth anti-aliasing, which runs at a flawless 60fps/1080p.
As far as we can tell, it’s equivalent to 256x MSAA!! (or more — Shawn insists that it’s equivalent to 4,294,967,296x MSAA, and I guess he should know since he programmed it, but Shawn is often prone to hyperbole, and so although we actually do agree that theoretically it may be 2^32x MSAA, for the sake of avoiding any possible false advertising, we’ll go with the lower bound. Either way, the point is: it looks amazing.)

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[Unity] Collision action matrix

https://docs.unity3d.com/Manual/CollidersOverview.html

When two objects collide, a number of different script events can occur depending on the configurations of the colliding objects’ rigidbodies. The charts below give details of which event functions are called based on the components that are attached to the objects. Some of the combinations only cause one of the two objects to be affected by the collision, but the general rule is that physics will not be applied to an object that doesn’t have a Rigidbody component attached.

Collision detection occurs and messages are sent upon collision
Static Collider Rigidbody Collider Kinematic Rigidbody Collider Static Trigger Collider Rigidbody Trigger Collider Kinematic Rigidbody Trigger Collider
Static Collider Y
Rigidbody Collider Y Y Y
Kinematic Rigidbody Collider Y
Static Trigger Collider
Rigidbody Trigger Collider
Kinematic Rigidbody Trigger Collider
Trigger messages are sent upon collision
Static Collider Rigidbody Collider Kinematic Rigidbody Collider Static Trigger Collider Rigidbody Trigger Collider Kinematic Rigidbody Trigger Collider
Static Collider Y Y
Rigidbody Collider Y Y Y
Kinematic Rigidbody Collider Y Y Y
Static Trigger Collider Y Y Y Y
Rigidbody Trigger Collider Y Y Y Y Y Y
Kinematic Rigidbody Trigger Collider Y Y Y Y Y Y