I have some interesting idea to create liquid simulation (flooding street, waterfalls, water explosions etc.) and play it back in Unity. As fx guy with DK2 at home this is something I would love to try experiencing inside Rift. I am really new in Unity, so I would really appreciate if anybody can help me with loading these mesh sequences to Unity. I understand its very performance intensive, but maybe I can try to optimize resolutions a lot.
Thanks for info, but i have differrent situation. I have sequence of meshes, every mesh have different polycount. So blendshapes are not suitable for me. I need some script for reading sequence of meshes and switch them one by one across playback.
I've done something like this before using maya's fluid dynamics conveted to poly's. I dont have the script handy, but it was pretty simple: load an array with all your meshes, have them turn on/off at set intervals based on time.deltatime. So for 24fps playback you'd to turn on/off 24 meshes within 1 second of your time.deltatime var
Though i must warn that this is not very efficient and should only be used as for showcase pieces in your scene.