Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by 1337GameDev · Aug 23, 2013 at 11:42 PM · shadergameobjectteleportportal

Create a slipstream rupture effect (objects through portals like stargate transportation)

I am creating a game, and want to be able to transport my objects between two locations using a portal like system. I am unsure how to do this. I want an effect that will move an object through the two portals as it goes through it, not as a jump in location. I want an effect similar to a Stargate or Portal, where part of the object enters one side, and starts to come out the other side.

Can this be achieved with unity? If so, how could i achieve this? I don't intend to sound like im trying to ask for someone to build this for me, i just don't have any idea how to accomplish this, except for maybe some kind of shader....

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by meat5000 · Aug 23, 2013 at 11:56 PM

You can cheat. Occlude your character as he goes through. Instantiate a clone coming through on the other side that follows the original transforms animation and velocity. Destroy clone and teleport your player gameObject to 'take control'.

Just an idea. Play around with it depending on how you want it to look.

Comment
Add comment · Show 7 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image 1337GameDev · Aug 24, 2013 at 01:17 AM 0
Share

I was considering this, but moving control and state to the new copy might cause problems.

avatar image meat5000 ♦ · Aug 24, 2013 at 10:55 AM 0
Share

You aren't transferring control. You are giving the impression of it. You can begin by transferring the camera. You can instantiate and destroy a model and reposition your character on top and it would be seamless if the animations were set to be frame sync'ed. Start by drawing it on paper to get the logic clear in your $$anonymous$$d of what it is you want to happen step by step.

avatar image 1337GameDev · Aug 24, 2013 at 04:57 PM 0
Share

I understand how to imply control is changed, but I would have to essentially swap my old ship for the new one in all of my data structures, plus, give it the same state data and commands, and then also other components that were attached to it. I want to avoid having to do this.

Any other way?

avatar image meat5000 ♦ · Aug 24, 2013 at 05:03 PM 0
Share

You dont get me :)

The clone is just for show, for the impression. There would be no swapping of control for one to other.

Essentially any way you look at it, it IS a jump in location. Its all dependant on how well you streamline the impression of how it looks.

If you want to look through the portal maybe you could render another camera onto it like looking at a monitor or something to that effect. But for a multiplayer scenario for example, where people are looking on, cloning would work.

where part of the object enters one side, and starts to come out the other side.

Real question is, what is the scenario in which you would see both sides of the portal at the same time?

avatar image 1337GameDev · Aug 25, 2013 at 07:30 PM 0
Share

Thanks for the feedback and reply. I think I understand what you mean. I might do a "speedy jump" and just move my ship to the detsination with some effect. I want to avoid cloning and such as much as possible, and this effect doesn't seem worth it right now. I might revisit it.

The ship entering out of a portal (ins$$anonymous$$d of just landing on a spot) would be more eye catching and immersive. I also wanted to account for the entrance and exit portals being in the same area the camera will be rendering ( a small hyperspace jump). I will probably make 2 versions of the hyperspace jump, a short range one where a ship just moves quickly to the new destination, and then one for ships moving in/out of a scene for effect, where it enters/exits the portal slowly.

Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Transparency cube shader? 1 Answer

Switch to New Shader and Back to Original object's Shader in C# Script 0 Answers

Custom Mesh for Game - Edges of my meshs' tris keep appearing on flat surfaces 0 Answers

How to realize Unity Editor Scene Filter View Effect in my game. 0 Answers

Advice on portal clone (More cameras in 1 scene) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges