if you don't mind me asking, how did you rig the rubiks cube? or was there something else you did to make it looks like it functions like a real rubiks cube?
well i should have just like rigged it or made some kind of hierarchy of gameobjects or something like a normal person but im going a little bit joker so i just made it in a shader
it reads in a random colored noise texture and depending if red green or blue is higher it picks the axis, and then it reads the texture from another spot and depending if the color is 0-0.33, 0.33-0.67, 0.67-1, it picks which thing on that axis to rotate. you could probably do this all with just one texture read if you used the alpha channel but i dont have a random colored noise texture that also has a random alpha channel. and the way it knows what to rotate i just hardcode the cutoff by checking how far the vertex is along that axis
then it rotates it in the shader and does a little bit of squash and stretch by multiplying the axis by a value and also multiplying the 3x3 thing of cubes thats moving by a value. those values are just like. so the whole thing is running on just _Time%1, the texture samples a new spot on the texture based on that also. and then i plug the _Time%1 into some easing functions to get it to look smooth . and the rotation is just like _Time%1 * 90 . then when the _Time value ticks over 1 it just all restarts again but with a new spot on the texture being sampled. and since theyre all cubes you dont notice that it resets the whole rubix cube to how it was originally. if it was colored like an actual rubix cube it'd break the illusion
there are like easier and more efficient ways to do this i think.but i needed to feel like i was in control again










