So exactly a month ago, Polyhex posted a video of some of the stuff he’s been working on.
Part of the functionalities he’s posted was this super dope underwater muffle effect when the character goes underwater. Of course, I’ve been wanting to recreate it, and after a month, I finally decided to!
In this ^ linked game, you can try out the muffle effect when you go into the water.
Now, I won’t torture you by showing this off and not letting you try it in games yourself! You’ll find that the place I linked is un-copylocked, so feel free to use everything! (Don’t torture me about my coding methods though, please?)
Also, heavy credit to that amazing dude called @Polyhex, see more of his cool stuff on his twitter!
Woah, it does look like everyone’s doing that now! It’d be interesting to know how many different approaches were taken to reach the same goal . I suffered a bit learning about regions, and how to check if they touch terrain, but the result is awesome.
I heavily support you. Having some sort of way to bind the position and orientation to the normal of a certain water region, or even getting the formula for the waves (something like a sine graph) would be totally epic.
I realized that when is said “I find the wavesize at any value a bit unnoticeable” was a bit vague. I meant that when the camera blurs in and out, the area of being “out of water” and still experiencing the effect or vice versa is very unnoticeable.
This is great! I only have one complaint -
When you go underwater, not only should the sound be muffled, but it should also become noticeably quieter, it kinda threw me off when it was the same volume with a muffle