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Seeking feedback on my macro/micro view system design

Discussion in 'Editor & General Support' started by sordidlist, Aug 19, 2019.

  1. sordidlist

    sordidlist

    Joined:
    Sep 2, 2012
    Posts:
    86
    Hi, I'm working on a game where you play as an insect in a house. There is a macro view style, where the camera is zoomed out to a "normal" human perspective, and a micro view style, where the camera is zoomed up close to the insect character.

    I came up with two ways of doing this:

    a) I could have lots of LODs for all the objects in the house, intricately set up so that when I zoom in up close, the LOD system handles everything internally. The downside to this is that I would need to find a lot of very high quality models, however the upside would be that the rest of the house would be visible in the background. I do own some LOD assets that might make it workable. I suppose I could also look into using something like a toon shader to greatly simplify the amount of detail that is expected or desired.

    b) I could simply have a macro scene and a series of micro scenes, with each micro scene mapping to various locations around the house. The drawbacks here would be that it would be difficult and time consuming to create a convincing scale model of each part of the house. I have also considered a system where a cubemap is generated from the insect's perspective, which would be used to simulate the (distant) surroundings, but this approach would fall apart if the player tried to traverse a long distance in the micro view.


    In my mind, option a makes the most sense, but I wanted to bounce this off the community and see what you all think. Thanks for any help!