check for blocks all around, if there are blocks in all 6 directions then disable collider and disable mesh renderer do this check on a block update. That way only surface blocks will render and use CPU :)
Just to be clear this is a premade asset available on the unity asset store as a demo project. Pretty much nothing here has actually been made by the uploader.
to make it different from minecraft just make the blocks really small (5cmx5cm as opposed to 1m) and make it so you mine with a capsule cast kinda like voxel sniper for minecraft does. It won't lag as long as you stay away from the on update caller for the blocks. just put a function in that destroys them and call it via capsule cast overlap for loop from the player script.
Resizing the blocks cause problems as the colliders are rendered through the blocks, therefore with more blocks being added due to the downscaling of size, more lag will occur. This feature will be considered if I manage to fix render issues.
1. render settings > skybox material
2. fog colour = skybox horizon
3. set fog to something like 0.03 for a normal atmosphere. Otherwise set your sky to a consistent colour
4. change the grass dry and wet colours to grey, make it much wider and use less density
5. download the terrain package from the asset store (free)
unity's third person camera script would be fine for this. Chuck in a terrain, skybox, maybe make it themed around it being a toy car or something and I can see this being popular
ok here's a list of my helpful criticism if you should choose to heed it
1. mouse sensitivity is TOO DAMN HIIIIIIIIIGH!
2. what the hell do I do? I clicked this because I was curious and there's a brief 5 minute window in which I decide if I can be arsed with this game anymore. Having instructions so long you had to paste them elsewhere is BAD. Just have the controls in the window and a brief list of stuff we can do and let us figure it out.
3. character movement smoothing = bad. turn it off please it's hard enough to move around with the sensitivity so high (sensitivity of 2 is good, not 20)
4. have a instant play button of some kind on the initial welcome screen.
Something the user can just click to instantly get in the game, load a random level or whatever.
Good concept though, interesting to see how this turns out :)
wheelRotation = mathF.clamp(maxSpeed-(rigidbody.velocity*0.6),minSteer,maxSteer;
Just add something like that in and it should handle much better.
can I get a [+] so devs see? (:
server won't work on every computer, it's like with minecraft servers where not everyone can host their own because some internet providers don't let you have too many outgoing connections.
So be sure to make sure someone else hasn't started one first.
Oh the functionality has been there all along. I just forgot to tell anyone the hotkey to switch. heh. If you use Input.GetAxis ("Horizontal") or Input.GetAxis("Vertical") then you get input from either the wasd, arrows or mouse movement. You still have to massage the input a little bit, but that's the gist of it. For example, I just used a boolean to indicate which input to process (keys or mouse) because for keys I just move the ship according to input, but for mouse, I had to make the ship 'seek' the current mouse position.
Resizing the blocks cause problems as the colliders are rendered through the blocks, therefore with more blocks being added due to the downscaling of size, more lag will occur. This feature will be considered if I manage to fix render issues.