Here’s a little something I’ve been noodling around with the last few days…
Try the playable demo!
I’m thinking about cleaning this up and making it available in the Asset Store for reasonably cheap, like $10. I welcome any feedback (or questions!).
Thanks,
How is the performance on mobile?
At that price I’d definitely be interested in this if its mobile performance is good. It fits right in with an early game design I’ve got in the works and could save me a fair bit of time.
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I haven’t tested it on mobile, but it ought to be quite good. It works by dividing the surface into tiles, so it can efficiently set pixel on smaller-sized textures. It also batches all pixel changes so it can call ApplyTexture only once per frame, and even then, only for tiles where there actually were any changes. (ApplyTexture is the expensive operation.)
The drawback of multiple tiles is that we’ll need a draw call for each one. But by choosing the tile size compared to the size of the whole surface (or at least, what’s visible on screen at once), you can adjust this trade-off between draw calls and texture updates however you need to.
Oh, and I don’t know how this older thread just popped up — but in fact it did appear in the asset store, just last night! Here’s the official thread.
Cheers,
That’s excellent, thanks Joe, I’ve added it to my list of definitely required assets for the project.
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