Targeting system 2.0, feedback wanted. Promo video included

Targeting system 2.0 features

Website
Online web demo (game object only version)

-Support for many targeting systems
-Support for many targeting effects
-Audio system for targeting effects(copies settings from prefab’s AudioSource to audio pool solution included).
-Output targeting systems audio to audio mixer group.
-Target culling
-Support for many targeting filters

Example projects on what can be created.
-Accurate and logical object picking or snapping
-Targeting for turrets.
-Missile locking mechanics.
-Aim assist
-Turret controller(many turrets hooked on to 1 system)
-Find targets for projectiles
-Security cameras

The biggest work on the second version went to the scalability, reliability and optimization. This will allow other developers to add targeting systems everywhere needed and the ability to create things like turrets by hand or code. There are 8 example scenes that demonstrate the various use cases.

Core systems of the plugin have 100% code coverage and testing things like scene loading under various circumstances are automated making sure the plugin stays intact after every update.

4 Likes

Added a tutorial video. In the video you can see how the system can be used to create turrets.

2 Likes

Made a video on the current performance of the system.

This kind of spawning scene is good for testing capabilities, since the worst case is that new targets needs to be created as units spawn and destroyed after units despawn.

Some highlights
-120 spawners and targeting systems. 90-100 fps(1 spawner per system).
-12k targets per group of systems.
-Systems are divided in to groups by their filtering parameters(1 color is 1 group).
-1 system can provide data for as many turrets as you want. System can still be optimized and with techniques like not calculating targeting and effects data for systems that are not visible to the user point of view. The systems can be made to scale almost to infinite. Good for strategy or tower defense like games. Computer that runs the scene is old 8 core Intel i7 5960x at 3.6 ghz with hyperthreading off. 4k screen. Nvidia 1080 gtx.

Targets are divided in to chunks so system won’t calculate targets outside of the targeting systems frustum or on chunks that are caught by the systems frustum.

1 system alone can handle hundreds of thousands of targets.

1 Like

Hey.
You got something interesting here.
However, nothing that fit any of my needs.

Most interesting is the destruction system.

Don’t feel discouraged. You need take into consideration, that you started this thread very recently. It takes a while, before people will start noticing.

In other hand, many developers implement their own solutions with DOTS.

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Yes I came to that conclusion as well.
Thanks for the comment. It really helped me to get a new direction.
Have a great week end!

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Hmmm… this looks amazing.
And unlike Antypodish there, I do have some interesting implementations for this.

Can we talk privately? Please hit me up at cypherea @ gmail.com

Sure, and thanks for the kind words. There is possibility to do private conversation here too.
I’ll pm just in case

I desperately need a system like this!

Do you still plan on releasing it in the aaset store?

1 Like

yes it should be out next week. I already submitted it on review.

3 Likes

I have also made an online site and web demo for the project. Updated in the topmost post.

Added snap camera to target option to demo scene inspired by Elden rings target navigation.

The user can navigate from item to item with mouse swipes. The option doesn’t completely take control of the users mouse. It provides subtle camera rotation towards target that are close enough to mouse cursor.

Added a short installation tutorial.