Blog2 - process and functions
Slime Mold System
We started by creating the slime mold system. This is controlled by a script called ObjectSwitcher, which checks the slime mold’s state. If the slime mold becomes still, the script spawns a new object—a growing tree with an animation. Once fully grown, the trees emit bubbles and also spawn new slime molds. These slime mold prefabs then continue the same behavior, creating a loop.
Bubble Behavior
The bubbles float upwards and are set to self-destruct after 10 minutes. Their movement gives a soft, dreamy feel to the environment.
Boids & Predator Behavior
To add more life to the sky, we integrated a Unity asset that simulates boids and foraging behavior. We registered the floating bubbles as food, and used the asset to simulate a flock box environment.
In the sky, we introduced manta ray agents that act as predators. They are tagged accordingly and actively search for the bubbles, creating a chasing behavior. This adds a dynamic ecosystem-like interaction in the sky where the rays continuously search and follow the floating bubbles.
Cinemachine Integration
We’ve also integrated Cinemachine into the project, allowing users to switch between different camera angles and perspectives by pressing various buttons. This makes the experience feel more immersive and gives users more control over how they view the scene.
Bubble Gun (First-Person Interaction)
To increase interactivity, we’ve added a bubble gun feature! From the first-person perspective, users can shoot bubbles into the environment. These bubbles behave just like the ones emitted by the trees, floating up and becoming part of the scene’s ecosystem. It adds a fun, playful way for users to directly engage with the world we’ve built.
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