The Blog of Ryan Foss

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Fireman Run Dynamic Water Spraying Geometry


I built some custom editor extensions in Unity to help me make geometry for use in level creation.

The spraying object’s mesh is generated on the fly with a number of settings. It automatically generates the geometry, assigns UVs and adds additional colliders for game interactions.

Automatic Road Geometry Generation in Unity

I’ve had an awesome project at work developing a simulation in Unity3D that builds a test track, a road essentially, right before your eyes.  Technically, we’re using some pretty hefty data, including OpenCRG and Power Spectral Density data as inputs, but I also added a lower weight random algorithm that can make for some roads more appropriate for game play.

In the image above you can see a long length of track that I generated with a few inputs.  Additionally, it creates road rails to help keep the vehicle on the road.  It also creates a simple ditch on each side of the road from a simple profile. Additional options include material selection, which changes the road appearance.

It’s not often that I get to share stuff from work, but this is only a taste of what it can do. The project will eventually be released to the public. Hopefully some day I can share a video of everything it does.

The vehicles are from the Car Tutorial project provided by Unity.

Unity Skyboxes Help

I’m building a simple weather system in a Unity simulation at work and I’m using the supplied Skybox shader along with some of the supplied skybox materials.  The supplied standard asset skyboxes do a good job for part of what I need, but I needed a few more variations.  I decided to use one of their texture sets and make a few quick atmospheric modifications.  As I expected, doing this in Photoshop can come with some problems.  Texture alignment at the edges and corners required special attention, along with the box distortion.

I made this helper image as I worked to remind me of how things should work.