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Bigger on the Inside

Discussion in 'Editor & General Support' started by Phillippi, Oct 7, 2015.

  1. Phillippi

    Phillippi

    Joined:
    Oct 7, 2015
    Posts:
    4
    Hello!

    Earlier today I looked into making a room that appears bigger on the inside. For testing and practice purposes I will be recreating the 11th Doctor's TARDIS. Being newer to Unity, I was wondering if anyone could give me a list of things to look into to find out how to do this, or even a more in depth answer.

    Viewing from the outside:
    Create a borderless portal in the doorway of the box, with some way of being able to see through into the TARIDS interior. Then create a system to allow an object outside the TARDIS to cast a shadow into it.

    Transition:
    This is the big part. It must be a SEAMLESS transition. No flashes of white as you transfer between areas, no black screens, no flickers trying to move through. It must appear as if there isn't a portal. It must allow inertia to continue through it as well (think Portal, the game. the same general rules apply here. Object trajectories, inertia, and size must be maintained throughout the transition and beyond into the room).

    Viewing from the inside:
    Same as viewing from the outside, except in this case, and this is the big part (I will be creating a leaning mechanic), if you were to lean out of the box, while still having part of the camera in it, you must see the outside, and inside, at the same time.

    Thanks a bunch for all the help that anyone can provide!
     
  2. MSplitz-PsychoK

    MSplitz-PsychoK

    Joined:
    May 16, 2015
    Posts:
    1,278
    I'm afraid I don't have the time to get into great detail, but you'll likely want to do some fancy stencilling in your shaders so you can only see the larger scene from inside and the blue box from the outside. Don't shrink your larger geometry to fit inside the blue box, it'll create way too many problems.

    Try researching how the game Portal used stencil techniques and multiple cameras to seamlessly move through portals in their scene.
     
  3. Phillippi

    Phillippi

    Joined:
    Oct 7, 2015
    Posts:
    4
    Thank you! After checking on this even for just a few minutes, this is exactly what I'm looking for!