Posted February 24, 2026 by Stijn Bellemans
#prototype #Unity #Unreal
Devlog 1:
Split screen:
We have prototyped split screen functionality and the use of render layers in both unreal and Unity.
Split screen is easy to set up in both engines, the render layers might be a different story.
Where Unity has it's build in "render layers" so we can have both players see their respective interactable's separately, in Unreal we have to use a Scenecapture2D node which renders what the camera sees to a plane using a render texture, this makes it so we have to manually add everything to a list that we want to render on this plane and then scale that plane over the game view.
Shaders:
We have made a prototype shader where an aura around the player reveals their respective objects and when their auras overlap completely new objects are rendered in.
the shader works by taking a world-position (for example, the player) and feeding it to the shadergraph to make a mask based on distance from the player to an object. set up works by adding the script and shader to the object you want the effect on and referencing a world-position. the objects that are visible only when two players overlap needs a script and shader capable of taking in and working with two worldposition inputs
Reflection:
A prototype for the light player's light beam has been made, it reflects on surfaces and can pass trough glass.
These effects are demonstrated in our prototype reel.