Weapon trail with better alignment of sword rotation
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Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 25/100
Research direction
The issue identifies Unity's TrailRenderer and requests replacing it with a custom point-based stretch mesh, but names no files or tests. Start by locating the WeaponTrail implementation and reading how it currently supplies trail positions and texture coordinates. Done means the trail follows the sword's path with a stretched texture instead of facing the camera as a billboard.
Written by the indexing model from the issue text.
Description
Description
Currently the WeaponTrail is a TrailRenderer from Unity. But this one is a flat Billboard. Let's move it to a custom rendered point-based stretch mesh.
TODOs
- TrailRenderer is not working properly as it's always facing the camera (billboard). Remove it.
- Implement a custom trail renderer which "stretches" the texture and positions it along the way
- Dominant language
- C#
- Stars
- 33
- Forks
- 1
- Avg merge
- 1d 17h
- Merged PRs (30d)
- 51
Getting set up
- No Dockerfile or Docker Compose file
- Has a pull request template
- Read the contributing guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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