• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by aafasfasdf · Jun 09, 2015 at 05:42 AM · shadergraphicsvertexpolygonretro

Fake PS1 "jittery movement" effect in Unity?

Hello, I'm working on a game with a similar style to a PS1 game and I've got the details of both textures and models spot-on, but it doesn't quite look like an old PS1 game - it lacks the jittery movement or the way everything snapped to a grid and didn't appear to move smoothly when you moved the camera. Look at the first answer here

It explains the reason why that happened. So my question is, is it possible to do/fake that in Unity and how?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by CaKeMeaT · Jun 09, 2015 at 11:52 PM

Any type of floor/ceil of numbers would get that to a certain degree.

eg. instead of X,Y,Z being stuff like (12.3, 0.9, 3.638372) you would get (12, 1, 4) .

Essentially, if you want to simulate old clunky animation you need to "compress" or "crush" your positions and such into a "less than accurate" number

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

warning about missing shader coordinates 1 Answer

Can I unpack normal / tangent / uv information in the vertex function in a surface shader? 1 Answer

How to calculate light from behind a quad? (and other light positions) 1 Answer

How can I pan a texture to specific location on a sheet? 1 Answer

How can I make my own shader include file (.cginc or .glslinc)? 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges