Unity
Falling Sand Game Template - Pixel Simulation
By KAMGAM
$99.99
Rated 5.0/5 from 3 ratings on Unity.
About Falling Sand Game Template - Pixel Simulation
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Level & World Building
A falling sand simulation template. It allows you to simulate thousands of pixels at once by using DOTS.
Pixel Simulation:
Each pixel can be simulated and has individual properties. There are predefined materials like Lava, Oil, Sand, Water, Rock, Wood, Acid, etc.
Smooth Sub-Pixel Camera Movement:
No jumpy camera. Your camera will move smoothly even if the movement is on a sub-pixel level.
DOTS for speed:
Being multi-threaded by default makes things super fast.
Easy image based level generation:
Draw your levels into a png and then configure them with scriptable objects in the Editor.
Mix pixel and no-pixel content:
The pixel world is rendered onto a simple quad in your scene so you can easily mix it with your scene objects and apply any post-processing.
Pixel based collider generation:
Have your character walk on the sand with ease.
Demo level included:
Check out Kamgam/SandGame/Addressables/Level1.
Full Source Code:
Published with full source code because as a developer it is known how annoying it is to not have source code access.
Works on any platform:
Yes, it works on mobile and WebGL too though you will need a relatively modern phone.
Works with any render pipeline:
Built-In, URP and HDRP.
Please notice that this is NOT a fully featured game. It is a template (basis) for you to build your game upon. There is still lots of stuff you will have to implement yourself (rigidbodies, particles, lighting, world streaming, savegame).
Required Packages (all freely available):
- Addressables (an official Unity package)
- BURST (an official Unity package)
- Collections (official Unity package for BURST)
The code in the template uses JOBS and the BURST compiler. If you want to extend the code then you will have to be familiar with these concepts. Programming for a multi-threaded environment is NOT beginner friendly.
Physics (2D Rigidbodies) are NOT included but 2D Colliders are. The pixel world does generate colliders but not rigidbodies and no forces are calculated or applied to rigidbodies (except for the generated static colliders).
The default simulation resolution is 320x180. You can change the resolution. How high you can go depends on your target hardware.
Pixel Simulation:
Each pixel can be simulated and has individual properties. There are predefined materials like Lava, Oil, Sand, Water, Rock, Wood, Acid, etc.
Smooth Sub-Pixel Camera Movement:
No jumpy camera. Your camera will move smoothly even if the movement is on a sub-pixel level.
DOTS for speed:
Being multi-threaded by default makes things super fast.
Easy image based level generation:
Draw your levels into a png and then configure them with scriptable objects in the Editor.
Mix pixel and no-pixel content:
The pixel world is rendered onto a simple quad in your scene so you can easily mix it with your scene objects and apply any post-processing.
Pixel based collider generation:
Have your character walk on the sand with ease.
Demo level included:
Check out Kamgam/SandGame/Addressables/Level1.
Full Source Code:
Published with full source code because as a developer it is known how annoying it is to not have source code access.
Works on any platform:
Yes, it works on mobile and WebGL too though you will need a relatively modern phone.
Works with any render pipeline:
Built-In, URP and HDRP.
Please notice that this is NOT a fully featured game. It is a template (basis) for you to build your game upon. There is still lots of stuff you will have to implement yourself (rigidbodies, particles, lighting, world streaming, savegame).
Required Packages (all freely available):
- Addressables (an official Unity package)
- BURST (an official Unity package)
- Collections (official Unity package for BURST)
The code in the template uses JOBS and the BURST compiler. If you want to extend the code then you will have to be familiar with these concepts. Programming for a multi-threaded environment is NOT beginner friendly.
Physics (2D Rigidbodies) are NOT included but 2D Colliders are. The pixel world does generate colliders but not rigidbodies and no forces are calculated or applied to rigidbodies (except for the generated static colliders).
The default simulation resolution is 320x180. You can change the resolution. How high you can go depends on your target hardware.