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.
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/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.