- Home /
Creating a 2D jelly effect without physics
Hi there. So for the past few days i've been attempting to create a game object with blob/jelly like behavior. The method i've been using up till now consisted of creating a custom 2D mesh and connecting each of its vertices to its adjacent vertex and the centre of the shape using joints. This has worked fine for me until i realized that the game im working on requires that game object to be spawned a lot of times in one scene. Spawning too many of these objects slow down unity to a halt (eventually crashing it) and I imagine its mostly got to do with all the physics simulations it must be doing at once. So my question is if its possible optimize unity physics at all and if not is there a way to create a jelly effect using some other means like shaders and if so how would one go about doing that. Thanks.
Answer by OneNerdArmy · Jul 22, 2020 at 09:04 PM
How accurate do you want your slime physics to be? Maybe you could just write code something along the lines of if the slime object hits the wall at a certain angle, make it come off at a specific angle or such. Maybe to enhance it, create an animation for it or something.... not quite to do with the actual Unity physics, but may work
Its purely an aesthetic thing. So at this point willing to try anything that looks halfway decent. It seems from a bit of googling. Shaders are my best bet.
Your answer

Follow this Question
Related Questions
Precise Collision Detection with Rigidbody2D.Cast 1 Answer
Differentiate an overlapping collision from just touching 1 Answer
Using -Texture Quality: Half- res and mip maps 0 Answers
Creating a movement script to move up and down a chain (or rope) in a 2D game 1 Answer
Sprite packing does not reduce draw calls like expected 1 Answer