Improving things for a new project: Subtle fading function for small obstructing objects based on camera movement. Good for confined areas (hint hint) #screenshotsaturday #indiedev #unity3dpic.twitter.com/b1yJIPEUe0
No raycast needed, just trogonometry. With the position of the camera, character and object, calculate the cam-character-object angle and change the object's opacity accordingly. Also make sure this is done only if the character is in range of the object with a (yes) tag or layer
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Isn't it too costly if you've got too many objects in the scene? If u have 2000 meshes, it's 2000 distance checks?
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Yes, that why I use a triggerzone that is child of the character and check if the object is inside. Only then I activate the fade functionality of the object.
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