How to implement 3D Minigame Like House Flipper Window Cleaning - unity3d

I'm developing a game in Unity 3D. The basis of the game is that it takes place in a room, and clicking on different objects launches different 2D minigames. I want to implement a floor-sweeping minigame, where you click on a broom, and it brings up a picture of a floor with dirt on it, that you use your mouse to "clean", like how you clean a window in House Flipper.
I'm having difficulty figuring out how to implement this in 3D. In the research I've done, I found ways to implement this in 2D using sprite masks, but this doesn't appear to be a feature in the Unity 3D UI elements. How would this have been implemented in House Flipper? And what's the simplest way to approach doing this in Unity 3D?
Any help or pointers to subjects to do more research on would be greatly appreciated. Thanks.

Related

What approach should I use to create animated backgrounds in Unity?

I'm new to Unity and trying to figure out the best way to create animated backgrounds. To be clear, I'm not asking you to give me an exact solution or instructions, and I would be grateful if you just tell me which direction to look in, and I will figure it out by reading the documentation.
I'm interested in how animated backgrounds are created in 2D Unity (for example, as here: https://youtu.be/OxiGlmV6ByA?t=1075 flying leaves are visible on the background). I only thought of using particles or just creating standard animations in Unity. But, the second way seems too long and complex, and about the particles, I'm not sure how much it affects the performance in a mobile game. Google searches mostly give instructions on how to create parallax backgrounds or moving backgrounds in Unity.
In general, I will be grateful if you tell me which approach is the most optimal for creating an animated background in a mobile 2D game in Unity.
The particles system is well optimized, for what you want to do it will not affects the performance, even on mobile.

Unity/Blender - How can I hide walls from buildings modeled in blender?

I'm working on a Unity project with a city. The player controlls a flying camera and can move around freely. It's important, that the player is able to see the interior of the buildings. Therefore I need to hide the walls from my houses, when the camera is near them.
As the player can rotate the camera, only the 2 closest of the 4 walls should be hidden.
preferably, I would only hide the upper 2/3 of the wall.
What is the best way to achieve this?
Should I edit the blender models? (Can they get wall-checkboxes or so?)
Should I export every wall individually and put them back together in Unity? - As there will be over 100 houses, I could imagine this option getting quite laggy.
Should I hide them by manipulating the mesh-renderer in Unity?
Im not an expert for unity or blender, as you might guess. So I'm really thankful for any help!
Thank you a lot for your time and your effort! :)

2D Sprites in Isometric 3D Unity Project

The project works under a isometric orthographic camera, in a 3d space using 2d sprites.
What we are using are billboarding sprites into 3D colliders to archieve the 3d feeling.
The problem is that we don't really believe the way we are doing it it's the most optimal. We are also having problems introducing high areas, because we need to reply the sprite form in isometric perspective as colliders.
Because we are using 3D world, the tilemaps tools conflicts with the other vertical sprites.
We can not use a entire 2d floor billboarding sprite because that suposes to have a huge vertical sprite in front of the camera, so we can not display the others.
We are just researching for a solution before to change to a 2D world.
If you plan on sticking with isometric in 3D, get rid of the tilemaps entirely. They are just going to give you a headache and make your game lag itself to death. If you want to convert to entirely 2D isometric, you can stick with them as they would work fine. Now, a few comparisons between the 2D and 3D approaches, and how best to approach them. This is a jumbled list of drawbacks/advantages to each type, so it's more of a ramble after this point than an answer, but I couldn't be more specific without knowing more about your project's overall requirements and specifications.
Unity recently added Isometric Tilemapping as a dedicated feature. So, if you choose to fake it with 2D, your life will be a lot easier.
Controls are a lot easier in 3D, as the physics won't ever have to be
faked.
3D allows foreground objects to automatically cover up background
objects without having to add an arbitrary system to achieve the same
effect.
2D is fundamentally faster than 3D, and if you're aiming for mobile,
that's going to be very important to your project's success.
3D allows you to rotate your camera if you design it right. (Check out Don't Starve Together for an example of this design).

Unity 2D Implementation of buildings in TileMap

I've developed 2d rpg top down game and I faced with next problem:
What's the best way to place building (houses, blocks of flats, etc) on tile map?
Currently I found only two ways:
1. Use plenty of scenes or master scene for buildings (and configure switch bettween levels
2. Create places outside the camera and teleport players there.
I wouldn't like to use this methods. I'd like to place objects on the tile map and have got the opportinity enter there without swich scene or teleportation.
Could you give me any ideas?

How to calibrate the size and speed of 3d objects

everyone
I am just starting with a new project in VR and have some problems.
I want to simulate a simple 3D-Ball like the real one in real world.
I am using OptiTrack to register my camera( 3d glasses) and Middle VR(free edition) to realize the 3D effect in 3D room. And also Unity for 3D models and programming with C#.
My Problem:
I have a real plastic ball and use it to compare with that 3D-Ball. If i go to the real ball in (real world) it will be bigger and if i go away from it, it will be smaller visually.
The 3d ball has the same diameter as the real one and stand at the same position. But if i go to ihm with 3d glasses it will be (quicker) bigger than the one in real world and if i go away from it, it will quick smaller than the real one...
Can anyone explain to me, how to solve the problem, what should i do. I need your help.
Thank you and have a nice day.
Carvin.
Get the size right inside unity. 1 unit in unity is 1 meter in real life.
Also play with the field of view of your maincamera in unity to get the desired result