FISH
To help the environment feel more lively, I implemented a fish to swim around the river. In an attempt to create an optimized asset in a short timeframe, I developed the fish as a shader applied to a quad.
This fish only needed to look believeable swimming around the river–it did not need fancy movement logic for a dynamic fishing gameplay experience. So, the quad was simply animated in a loop to swim about the river.
The timeline controlled not only the quad transform, but also how quicky the fish was swimming (tail frequency), how hard it was swimming (tail amplitude), and when it would create surface ripples from water displacement.
FISH
To help the environment feel more lively, I implemented a fish to swim around the river. In an attempt to create an optimized asset in a short timeframe, I developed the fish as a shader applied to a quad.
This fish only needed to look believeable swimming around the river–it did not need fancy movement logic for a dynamic fishing gameplay experience. So, the quad was simply animated in a loop to swim about the river.
The timeline controlled not only the quad transform, but also how quicky the fish was swimming (tail frequency), how hard it was swimming (tail amplitude), and when it would create surface ripples from water displacement.