For this class session, I worked on creating a working prototype of a seamless “portal” system. In more succinct terms, I created an asset in Unity that, when looked through, shows a place different than where you are now and, when entered, instantaneously transports the player to the location pictured, all without any loading or stuttering. Basically, its a portal.
What had hoped to learn through working on these portals was to figure out the best way to approach creating a method of teleportation. I had assumed that I wouldn’t have been able to get this working, and would have to settle with a half-broken prototype; however, in an amazing display of luck (and skill, if I do say so myself), I was able to get it working. In doing so, I somewhat answered any questions I had about this aspect of my project. Using the cosines of angles to find angle of approach, using custom shaders to make displayed textures perfectly mimic the camera display, creating a secondary camera that exactly mimics player movement, and so on.
By asking for ideas from friends and classmates, looking up documentation, and watching the odd Unity tutorial or two, I was able to acquire any information I needed to accomplish my goal. Sadly, this means I didn’t really have any questions for my classmates.
As for impact on my project going forward, this means that a seamless “portal” system is completely feasible and more than likely will be implemented as the method of moving the player from one distinct zone to another. This means I can dedicate time that would otherwise be spent on creating “between-areas” or some other means of transporting the player to bettering my compositions and flashing out the detail of the areas themselves.