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Elvis Pinball like you have never seen it before.. have a look
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<blockquote data-quote="shaderbytes" data-source="post: 232639" data-attributes="member: 2638"><p>Hey [MENTION=591]freezy[/MENTION] , yeah I go back and forth between blender and unity all the time making adjustments. I'm sure this would happen less and less if I build more tables. The more you do something the better you become at it hehe. I export fbx files from blender and import them into unity.</p><p></p><p>Some aspects are more complicated then you are assuming though, like when you mention "attach lights". The light models I have imported have an emissive material (which could be included into Unity Global illumination pipeline, but are not ) then there is a actual Unity PointLight object for this bulb ( this is because im not making use the bulbs actual emission in the global illumination pipeline mentioned ) , way too many lights changing all the time. For some even a third aspect is involved, a table plastic. This is because I dont want to write a shader that actually calculates translucent light, again way to expensive and the same thing is faked very well but having baked emission plastics and fading them in and out with the bulb. </p><p></p><p>So when the emulation sends an event for any given light , there are different code objects that handle doing multiple animations in sync. Do you have any coding experience? I could show some of the code to you if you like?</p></blockquote><p></p>
[QUOTE="shaderbytes, post: 232639, member: 2638"] Hey [MENTION=591]freezy[/MENTION] , yeah I go back and forth between blender and unity all the time making adjustments. I'm sure this would happen less and less if I build more tables. The more you do something the better you become at it hehe. I export fbx files from blender and import them into unity. Some aspects are more complicated then you are assuming though, like when you mention "attach lights". The light models I have imported have an emissive material (which could be included into Unity Global illumination pipeline, but are not ) then there is a actual Unity PointLight object for this bulb ( this is because im not making use the bulbs actual emission in the global illumination pipeline mentioned ) , way too many lights changing all the time. For some even a third aspect is involved, a table plastic. This is because I dont want to write a shader that actually calculates translucent light, again way to expensive and the same thing is faked very well but having baked emission plastics and fading them in and out with the bulb. So when the emulation sends an event for any given light , there are different code objects that handle doing multiple animations in sync. Do you have any coding experience? I could show some of the code to you if you like? [/QUOTE]
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