Okay, so I’ve been reading about this for about half a day. I’m creating bullet decals for when a weapon hits something. Everything’s OK I’m using the game object with texture method (as I read that this is the most common way to make this) and there’s no problem, but I don’t find this method really effective. What I mean is that this is just a 3D plane model, spawned at the hit point. On some surfaces and on edges the decals look pretty unreallistic. Take a look at the picture I uploaded - on the left there’s Boot Camp’s decals and on the right there’s my decals.
So I’m asking what is actually the best way to make these decals. I found that “Frameshift” framework, that makes decals, but I couldn’t get it to work with Unity 3, tons of things needed remaking.
I wanted to do so, but I actually don’t know where it is. I couldn’t find in on my computer as a project and I couldn’t find in in the Internet for download.
OK, I can’t really understand how things work in that game, but from what I saw I think that the game uses some sort of texture drawing and these bullet holes are not game objects. Is that correct and is this the best way to make decals?
I’ve not looked but I imagine they’re flat plane objects that are instanced on a surface using ray casting and surface normals (for it’s direction) and then made to appear slightly above the surface to avoid clipping issues. Then from there probably using a normal map material or even a parallax material to help give the impression of depth for the bullet hole.