In Portal 2 the developers mentioned using a method of stitching areas together using a method that allowed them to fake rooms being bigger on the inside.
I was wondering how this could be done, and how the player would be able to seamlessly walk between them.
He explains it in the video.
Doorways between rooms are actually portals, teleporting you to another part of the map.
The rooms actually aren’t side by side. They’re scattered around the map, and when you walk through a door, you’re just walking through a portal using the same mechanism that the portal gun creates.
You need a portal system in your game.
I am aware of this, my question, although a little vague I will admit, was how to create these Portals, and how would the perspective and seamless player transition work.
Well… then your question isn’t about seamlessly stitching the world together. That just falls out of the portal system, it’s just there. All they did was remove the glowy border around the portal and made it the shape of a doorway instead.
You want a portal system.
And people have written tons of articles/tutorials on how to accomplish a portal like system. It’s one of the most popular games in the world, everyone has attempted to emulate it. Just go google how to implement a portal system.
I have seen several portal systems, but very few versatile ones that support seamless transitions, most juts teleport the players transforms, this is probably how its done but it doesn’t look seamless, plus on many of them you cant see the other side through the portal.
Note, I’m betting you’re going to need Unity Pro as you’ll probably require render to texture.
Yeah, it will teleport you. That’s the entire point of it.
That’s what the Valve Portal game does as well.
The critical part is getting the portal rendering looking good. You know… getting the forced perspective through one camera looking through another camera.
I’m going to point out, this isn’t trivial stuff. This isn’t something that we can just hand you in a forum. Furthermore, people have accomplished it… I just googled for unity portals and found tons of people talking about the very forced perspective thing and how they deal with it.
We are using Unity 5 Pro here so having access to render to texture is not an issue for us.
Over the past few days I have been reading a lot about forced perspective, ray casting and renderers but everything I see only resembles what I am looking for, and we may not have the experience to create this ourselves.
I am sure we would get there, I am just looking for a few suggestions on the best/most efficient way to achieve this effect.