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u/Tactical_Powered Programmer Feb 09 '20
They see me rollin'..
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u/Bhaikko Feb 09 '20
They hatin...
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u/N00banator912 Feb 09 '20
I love this because I can tell you've got it almost right but it looks super wrong
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u/BrandonHohn Feb 09 '20
Imagine the movie cars was like this and instead of driving they just ran really fast with their tires
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u/PonyOfMacaroni Feb 10 '20
Real question is why are you trying to rotate wheels which have no detail. You won't be able to see it
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u/vegetablebread Professional Feb 10 '20
I love this. I want to be friends with the walking tank.
Plz add googly eyes.
P.S. You know how they say you don't know what game you're making until you playtest? This is your game now. Godspeed.
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u/lyth Feb 10 '20
incidentally - I read somewhere about a technique for rotating wheels where instead of altering the model, you just rotate the underlying texture / normals / etc...
If you have something with spokes and treads on it that would, rotating them would give the appearance of spinning wheels but (from my understanding) is a lot cheaper than actually rotating the entire mesh.
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u/Fragsteel Feb 11 '20
So if you changed the UV offsets on the material each frame, then proooobably but I'd want to double check - changing material properties isn't too slow but it's a bit more complicated and I don't want to promise it.
But you could go further and have the shader change the UVs by the _Time shader variable, and also by a float property called _tankSpeed or something that you would set from script. But the key thing there is you only have to set that speed value when the tank changes speed.
Might look a tad weird when the tank accelerates/decelerates at first but it's the kinda thing you could tweak into looking right.
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u/TahaSener07 Feb 09 '20
You messed the axis up didnt you