Let’s complete our SignalR in Unity experiment by adding a Blazor Website to it. This will allow us to use a browser to send messages directly to Unity to create updates instead of either needing to install a Unity game or run a console app.
The Windows Terminal allows you to run any number of different profiles. Some of the defaults that you might see pre-configured include things like PowerShell and Command Prompt, but you can introduce your own profiles to the Windows Terminal to fit your needs!
Let’s build a stepped gradient in Unity! This is a form of gradient with hard transitions between the different keyframes in the gradient which creates clear blocks of color like you might see on a flag or logo.
Unity’s Editor UI does not support rendering elements in a grid. For some elements like Textures, Meshes and Materials rendering the results in a vertical list does not use the space of the LINQ for Unity editor view very effectively so a grid-based view could provide a much more concise and cleaner UI.
Another VOD from the World of Zero Twitch development stream. This is a demo of some of the work that’s happened on the LINQ for Unity tool behind the scenes and also covers introducing command history so that we can track queries run against the tool and quickly rerun them.
Let’s explore a calculator that can solve a variety of equations dynamically. We’ll be able to use this solution to explore tree data structures and specifically the use of binary trees to represent and solve common math problems.
Continuing our elevator and asynchronous scene management system development let’s try to build a 3-scene system that will allow us to create a base scene with the global game objects (our player, scene transition elevator, camera etc) and the two “floors” we’ll be transitioning between.