Visualized through a fragment shader, the level breaks down behind the player with a steady speed.
A moving collider's y position sets the word position for the current height of the break-away shader.
When the player touches the collider, he dies, this death has a special animation, since he technically falls down and doesn't crash into something.
Visualized through a fragment shader, the level breaks down behind the player with a steady speed. A moving collider's y position sets the word position for the current height of the break-away shader. When the player touches the collider, he dies, this death has a special animation, since he technically falls down and doesn't crash into something.