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Thank you for sharing! That’s a smart way to give planets good depth and variation, and I appreciate you breaking that down for me. The SubViewport I think is the key for me here! In the absence of Unity’s pixel perfect camera and workflows, we built our whole game with the project scaled down to our reference resolution (320x180), which ended up causing us endless issues (like with the UI, for example). I had a play around with SubViewport and wish I’d thought of that sooner.

Thanks again for sharing. Feel free to add me on discord (picopau) - we’d be thrilled to work with you in the future. You are super talented peeps :)