Unity Build: Video Texture Synchronized to Geometry Cache
What will your prototype do?: The image above is a mock-up of an interactive program that tests the computational demands of a geometry cache that uses a synchronized video texture. It demonstrates the feasibility of a new way to animate difficult surfaces. The purpose is to record real-time metrics of a new type of video game prop I have designed, so that I can get more data to evaluate.
Who is your prototype built for?: This will mostly be used by me, and possible by members of my committee.
Why?: This is one last step in a thesis I designed to showcase the use of video texture on moving geometry. The above game asset is completely derived from a Houdini fluid simulation. This final Unity build will show how well it is optimized for run-time performance in a game engine, and provide important feedback to report in my thesis document.
The real-time metrics are provided by a 3rd party Unity tool call MiniProfiler, by Kleber Silva. To prove that the game prop is running real-time, there will be camera functionality. I also plan on implementing some simple pause/play/restart functionality with the game prop itself--so the user can pause and inspect. I have already tested and customized the MiniProfiler HUD in an earlier project. So, a lot of the work will be to carefully pull it from that project and import it into this one. The pause/play/restart functionality will be difficult, but I will focus on that after I get the metrics in the HUD working properly.