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So if you couldn't use hex use custom character


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You can not do this in your current state. You'll have to split your background into tiles and render them in a correct order, also your character should be in this render queue. You need to either preserve the right amount of space on Z axis to fit sprites and characters, or make a render texture use it in your queue. This way everything will be flat and ...


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I understand the local need (moving from rolling waves to breaking waves), but as I can't figure out the larger need (how the game will evolve around this) my answer might just be out of place as highly theoretical. But let's try it. Have you considered using approach3 but only on small patches of your mesh? You have that mesh of yours with small waves on ...


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It sounds like you're dealing with foreshortening. When you look down at the z-axis along a diagonal, only part of the length of a z-pointing vector goes into climbing your screen. The other part goes into receding into the depth "behind" your screen. So a given worldspace distance along the x axis — which points perpendicular to your view — covers more on-...


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You can use a shader to achieve the effect. Unity's new "Lightweight Rendering Pipeline(good for Mobile) supports "Shader Graph"; so you can use "shader graph" to create good looking wave, you can use change values of the material to control the wave and other stuff. This tutorial can be a good start!! https://www.youtube.com/watch?v=FbTAbOnhRcI


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Add physics material to your balls and walls. Then set the bounciness as per your requirement. Now the most important thing: Go to edit > project setting > Physics > Bounce Threshold and set it to zero(0). This will solve your problem. Now your balls sticks to the wall and bounces off at any speed. Lets me know if it works for you. If you want I ...


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