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A simple Line of Sight (LOS) implementation with Unity physics ray casting system

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aillieo/UnityLOS2D

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Unity LOS 2D

A very simple Line of Sight (LOS) implementation with Unity physics ray casting system, including the following features:

  1. LOS related events

Register callbacks for static events in LOSManager. The available events are OnEnter and OnExit, which are invoked when a LOSTarget enters or exits the line of sight of one LOSSource, and instances of both the LOSSource and LOSTarget are sent to the listeners:

LOSManager.OnEnter += (source, target) =>
{
    Debug.Log($"{target.name} enters the sight of {source.name}");
};
  1. Sector shaped mesh generation

LOSMesh is for sector-shaped mesh generation, with some configurations:

image

'Associated LOSSource' : read angle and radius parameters from the given LOSSource

'Resolution' : the resolution for the sector

'Default FOV' : the angle of the sector if no LOSSource associated

'Default Max Dist' : the radius of the sector if no LOSSource associated

'Draw Simple Sector' : turn off target and obstacle detection, only draw sectors

'Draw Hidden' : draw the area blocked by obstacles

'Draw Sight' : draw the bright area that is not blocked by any obstacles

'Fill UV' : generate a mesh with uv

'Auto Regenerate' : regenerate mesh every frame

  1. Shader and texture tools for sector-shaped mesh

Shader: use sector-specific textures which supports border settings

Texture tool: convert a 90-degree sector image from Cartesian to the polar coordinate system to better support different radii and angles by setting borders. Right-click on the original texture and select "C2P".

image

Sample case:

The sample scene contains a composite example.

image

Usage

Clone this repository and copy it to your project folder, or add https://github.com/aillieo/UnityLOS2D.git#upm as a dependency in the Package Manager window.

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