Unity 3D - Make the "ORI And The Blind Forest" WATER Style - unity3d

Is there any possibility to render something like the pictures?
I searched a lot about it, but nobody seems to know how to start. What I desire is not of such perfection, but a way to start trying to make something beautiful as much.

Related

How to create structure destruction like Fortnite in Unity?

I'm trying to make a fan remake of Fortnite. I already made a construction system and editing, but I don’t know how destruction can be done. https://www.youtube.com/watch?v=hwuvoOXL2vw
This how it looks in Fortnite - https://youtu.be/EGXYWceVUPU
Do you have any ideas how to do this? I tried through checking neighboring cells, but this is not optimized or I did something wrong.
I will be glad to any advice!
Using raycasts, you can send out a raycast whenever the player wants to hit something, then if the object has the script that means it can take damage (maybe just use a tag for this), then it will take damage from the object. You could use Brackeys' FPS Shooting tutorial, and adapt that to suit your needs.

How to change character weight in Unity?

So i try to make a adventure game and in one point my character need to eat some food and get fatter and fatter, smoothly every second.I've found only one solution in asset store.The MCS(Morph 3D) has this feature.But problem is i don't want to use one of their character.I have my on low-poly 3d character and i want to use this.
This is an example of what i need :
MCS Morph 3D
So where should i start? What should i look in to? Is there simple way to this or is it really hard?
Thanks already :)
This would normally be done with a frag/vert shader. You would modify the vertices of the mesh in the stomach area based on some value. This could be done really simply in which the distance of the stomach vertices from some given point located in the character's core would just increase based on your given value. I believe your thoughts are imagining something much prettier than this, but anything else would be much more involved for something that is purely visual. If you are not experienced with shaders, I would highly recommend purchasing a visual shader editor, such as Amplify (ASE) or Shader Forge. They make the jump into shaders much easier.

Unity3d Ugly Road Seams

Im trying to make a road in unity3d with blender, but when i try to make the piecing together i get ugly seems where the roads come together..
as of now my road is just a plane, should i make this to be a full box instead?
This is the seam:
And this is my model:
EDIT:
I managed to fix my problem by turning all my planes into boxes..
like this:
Your images are so small it is hard to understand issue from them, anyway as i understand your moddel's edge's are seem weird right?
Did you try to look them after the compile, editor scene show much more ugly because it needs to be fast but after compiling and playing it look much more nice.
And also you can make some post processing to get better quality.
I think i could not manage to tell in the best way but i hope it can help you...

Unity3d Silhouette Highlight for 2d sprite

I want to implement Silhouette Highlight on MouseOver like in this picture:
Built in Unity3d user interface elements have a component called Outline and Shadow, but they only work with the user interface, not with the SpriteRenderer. The first idea was to create a second sprite with highlight at background and enable it to MouseOver, but I think that this method is not good.
As Everts (and me) mentions in a comment,
there's nothing wrong with simply making the "glow sprites" and turning them on and off. That would certainly be done in many large games: it's good.
It's true that you could write a shader that does this, but really that would be "bad engineering" - totally unnecessary for such a simple need. (And to be clear, arguably it's plain better to make custom sprites.)
Now, this brings us to an important point about Unity engineering -
it's critical to use existing assets, in Unity work.
There are a couple of stand-out examples. Like, NatCam and Edy's vehicle system. You just - literally - cannot use the camera in a game unless you use "NatCam"; the only alternative would be to completely pointlessly spend a year building NatCam yourself.
In this case, there are many good "glow shaders" available ...
https://www.assetstore.unity3d.com/en/#!/content/20166
Enjoy!

Correct terminology for animated characters for iPhone game

I have a guy on freelancer.com that is doing my art for me for my iphone game. Well, I need a 3d character similar to temple run (but does a bunch of other stuff) for my game. I know this guy is really good at 2d and 3d animation, but whenever i try to explain what i need, he says things like, "thats cool, could you please show me the game, that way it would be easier for me to make your video." Im just a little nervous that he doesnt understand what i need. I need a character with several short animation loops, not a 'video'. The guy is also from india, so I think is english is kind of bad and he may not fully understand me. What can i say in terminology to get him to understand what i need. Im pretty sure what im looking for is a 'sprite'? but what is this, can someone just please give me some terms to explain my project.
The terminology you could be looking for might be "sprite", like in the game "Donkey Kong" where pre-rendered 3D animations are converted to 2D animations.
Sprite is probably a safe bet. Even if it isn't the iOS standard, people will understand you because it's a widely-used convention.