Intro
Dimensions And Portals is an asset that allows you to create Dimensional Gates and Portals in Unity. This is available for Unity and Unity Pro and supports both forward rendering as deferred rendering (Deferred with limitations). This is also available and tested for Android and iOS.
Does NOT require Unity Pro, will work in Unity and Unity Pro!
Dimensions: So if you want to create multiple dimensions, dimensional gates, different timelines, special glasses to see ghosts, the past or whatever you can imagine involving the Dimensions and Portals package, you can make it now.
Portals: Always wanted to create portals in your own Unity based game? This package will help you to start. Do note that the Portals contain the Portal FX (looking through the portals) and have Portal Mechanics (Walking through the portals). However it requires additional programming to create a FULL Valve’s Portal Clone. Scripts have been added to roughly mimic the Valve’s Portals Mechanics and looks.
Script Execution Order Fixes (No more visual lag if you look through a portal)
Fixed proper switching of Audio Listeners
Bugfix on offset Distance
DAP can now safely be used with Water (Pro Basic)
Coming updates:
The next updates will come faster due to having more time for the DAP package. Here is what you can expect for the next updates:
Adding a CharacterMotor clone to prevent issues with projects without CharacterMotors
Expand the manual to explain more in detail how to generate 2 dimensions
More and better visual Dimensional Gate Portal shaders that also work on mobile. (Do note that this is only the FX, not the actual functioning. DAP works fine on mobile!)
Prettier demo levels with some nice prefabs and models
Raycast pass-through for portals and dimensional gates. (This means your AI could look through portals.)
[PRO] Async level loading with portal connection to the new level
[PRO] DX11 Render Texture Portal/Gate rendering (This means no visual FX will get lost)
Do note: the DAP package will go from 20 dollar to 25 dollar in one of the following updates (not this one) due to the extra features that will be added.
Considering:
Since I am also making another package that can controls the speed of time of each individual object, I can also add that to Dimensions and Portals, this would mean that the package will cost a bit more. I can also (if the asset store allows it) make two packages, one with and one without time control. Of course would cost less to have to combined package vs. the two separate packages. Please tell me if you would like this feature.
Bug My apologies that a small visual bug got uploaded in the package, you can simply fix it by doing the following:
Open “CamSwitcher.cs”
Search for the following line in “setCameraNear”:
Thank you for liking the package.
The performace impact is not that severe. It is about the same as water. All 3 old test scenes run at 60 fps on my old Samsung (Galaxy S2). Someone also tried these on iOS and reported them as working.
Are you still working on this? You mentioned a lot of interesting updates in this post in your old thread but it looks like the asset hasn’t been updated since then.
Most certainly. I am now working on some Pro features and functional updates (e.g. the raycast). Due to the nature of the asset, testing and making sure it works properly takes a lot of time. Keep locked. If you have a question in the meantime, feel free to ask!
Are you still supporting and updating the Portals part of this asset?
This is the bit I am most interested in, and am curious about its recent progress, the demo for the Portals seems very old in comparison to the dimensions demo and it does seem less supported, even discontinued.
I am sorry for the late reply. I am still updating the portals. Then next update will be for 90% about the portals (so far i’ve been able to completely remove the gimbal locking issues). Furthermore there is a “pro-only” feature coming on that for instance allows per dimension image fx instead of a final image fx.
sounds good, so this will fix the “portal on the floor” problem?
I also have an issue where I can force myself to fall through the map, if half way inside both portals and try to shoot one looking up, I can fall through the map.
The portal on the floor problem is fixed in the next release (you properly fall trough it). It will take about 2 weeks until I submit the next release. The problem of standing half inside the portal is due to the sample scripts not checking if you are in a portal. This makes it so that you can shoot the portal you are standing in to another location while not moving you.
Do note that the portal scripts provided are samples and intended for the user to modify to their own wishes. I will however supply nearly all the features that are in portal over time in these samples.
Awesome job on this asset, I’m excited to get it working, hopefully it works with Unity 5! I have a question and it could be a request if you’re up for the challenge… I would even pay more for it if you could get it working so here it goes:
I was wondering if it is possible to
make a portal between one framework/game engine to another that looks like janusvr
I think that game developers could integrate VR Portals between their games/VR worlds in particular with WebGL since it’s pretty universal across almost all portable devices, for websites and operating systems.
janusvr is decent but I think the author is focused on his framework and thus creates a wall between the rest of the VR world/game engines in terms of creating a meta-verse of social VR. I’ve also added a post about this on Unity’s collaboration page. It’s about travelling with VR without limitations. The janusvr website also provides code to connect a website to become a janusvr room… I think it would be pretty awesome to have a unity game connect to janusvr and other great frameworks for portals. I currently have the “UniWeb” asset to allow web sockets/web pages to load within the world… the rendering and the conversion of controls might be the main issue.