Looks good!! Any chance of a demo within a scene with many objects, just a functional scene to see how it behaves since it is very difficult to judge it with only a couple of objects. Thanks.
Hey, thanks for the voucher. You could PM them or I will send you my email address in a PM.
It seems that you are using raycasts to detect the objects around the light, did you come across any performance issues with lots of dynamic objects? I would understand for static objects that there is no considerable performance hit, however in most of our games we have always had a performance hit whenever it came to using raycasts and dynamic objects. Thanks.
that’s! raycast is useful for check every vertice of each shape. of course if you use static is less expensive on calculus side. only calculate light mesh in start scene. but in dynamic object is other story. the key is how long has the ray, the way is used to sort the vertices and how many rays the light has. i cast 1 ray for vertice except in endpoints that have 2 rays
— 2DLight Now Support ROTATION! implemented by Grit Schuster. — 2DLight Now Support Angle restriction, as CONE OF SIGHT! implemented by Grit Schuster
— More accurate caster works. — Circle caster added! for me, OPTIMIZATION FIRST !: — Choice optimization params. — Intellider Circle → Smart optimizer collider for Circles! — Intellider Convex → Smart optimizer collider for Convex shapes! More Scenes: — Light Car Scene Added! — Radar scene Added! Bonus: — TimerClass included! Unity easy timer integration (no live in assetstore)
Been playing around with your plugin and it has most of what we need.
Just one question, can you blur the edges of the spotlight cone? I did not see it in the documentation, but may have missed it.
It will also look nice for the car headlights in your demo.