蓝图
角色
UE5.0
Asset works best to create worlds that differ in minor details (and/or materials) from the original worlds.
It is important to understand that the character and objects do not teleport, they only change some of their properties, such as visibility, collision, material, etc.
The principle of work is based on the function of the material, not on RenderTarget with its SceneCapture. The result is a good optimization with perfect quality.
You can create an unlimited number of portals that connect the same worlds or each portal will create its own world (see documentation for details).
Examples of use:
Various puzzles;
Division of the world into 2 parts. For example, the "real world" and the world in the past/future (in the demo it is the white and green world);
Various abstract things, like the non-Euclidean world;
and much more.
技术细节
Blueprints: 3 basic ones and 7 demonstration childBP.
Material function: 2.
Material parameter collection: 3.
1 basic material and many varieties of it for demonstration.
Supported Development Platforms: Windows, SteamVR, Oculus Quest (Possible problems if you pack the project on ue5 for oculus quest. I don't recommend you to buy this Asset if you use ue5 and oculus quest. On earlier versions of the engine everything is fine. Also no problems with other helmets (htc vive, oculus rift, oculus quest in pc mode, etc.)
创建与原始世界有细微差别(和/或材料)的世界时,使用 Asset 效果最佳。
重要的是要明白,角色和物体不会瞬移,它们只会改变自身的某些属性,如可见度、碰撞、材质等。
工作原理是基于材质的功能,而不是基于 RenderTarget 及其 SceneCapture。这样做的结果是优化效果良好,质量完美。
您可以创建无限数量的门户来连接相同的世界,或者每个门户都创建自己的世界(详情请查看文档)。
使用示例
各种谜题;
将世界分为两个部分。例如,“现实世界 ”和过去/未来世界(在演示中是白色和绿色世界);
各种抽象事物,如非欧几里得世界;
等等。
技术细节
蓝图: 3 个基本蓝图和 7 个示范儿童蓝图。
材料功能:2 个。
材料参数收集 3.
1 种基本材料和多种示范材料。
支持的开发平台: Windows、SteamVR、Oculus Quest(如果您将项目打包到 ue5 上用于 oculus quest,可能会出现问题。如果您使用 ue5 和 oculus quest,我不建议您购买本 Asset。在早期版本的引擎上一切正常。使用其他头盔(HTC Vive、Oculus Rift、PC 模式下的 Oculus Quest 等)也没有问题。
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