Frame synchronization to implement the problem of PuppetMaster rag doll system

1) The problem of implementing the PuppetMaster ragdoll system with frame synchronization
​2) How to shield Unity from being packaged on IQOO Android phones with black borders on one side
3) How to realize the alliance boundary line of SLG or strategy games


This is the 343rd UWA technical knowledge sharing push, which selects hot topics in the UWA community, covers UWA Q&A, community posts and other technical knowledge points, to help everyone master and learn more comprehensively.

Physics

Q: In the project, the PuppetMaster plug-in is used to make ragdoll effects, simulate obstacle hitting and other effects. At present, the server is implemented based on state synchronization, but the amount of synchronization is too large. Consider modifying it to frame synchronization. However, PuppetMaster uses a large number of rigid body components and Joint components to simulate various effects. Is there any way to realize the rigid body in frame synchronization?

A: If it is based on frame synchronization, it must be simplified. Let the ragdoll simulator be the presentation layer. If you use rag dolls as the logic layer, pure frame synchronization simulation is very difficult to do, and the front-end fixed-point number realizes the physics engine, and it is difficult to support such a large performance consumption. In the end, GPU acceleration may be used.

Thanks to Liu Taiyan @UWA Q&A Community for providing answers


Platform

Q: When Unity is packaged on the IQOO Android phone, there is a phenomenon of black borders on one side, and the adaptation is no problem, as shown in the figure:

After that, I typed an empty package and found that it can be full screen:

After searching for information later, I found that the IQOO mobile phone has a setting:

Set it to display the front camera and it will be full screen. If it is not set, it is automatic matching, so what is this automatic matching based on?

A: Since the SDK is connected, the androidmanifest.xml has been modified, so just add this line:

Thanks to the question owner zerolj@UWA question and answer community for providing an answer


Rendering

Q: How is the alliance boundary line of SLG or strategy games realized? How is a smooth boundary line like the one shown below achieved?

A: You can try the following methods:

  • Use Tile splicing to generate the Mesh of the entire area
  • Search for a Shield Shader tutorial on YouTube, and copy it (Shield Shader Unity)

Thanks to Eran@UWA Q&A community for providing answers

The cover image comes from the Internet


That's all for today's sharing. Life has a limit but knowledge has no limit. In the long development cycle, the problems we encountered are just the tip of the iceberg. The UWA community is willing to accompany you to explore and share together. More developers are welcome to join the UWA community.

UWA official website: www.uwa4d.com
UWA community: community.uwa4d.com

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Origin blog.csdn.net/UWA4D/article/details/131675588