Unity’s editor includes a handy feature that enables you to quickly focus on and follow Game Object’s in your scene view.
Lets merge some of your contributions to the World of Zero Open Source projects at github.com/worldofzero Special thanks to:
With the Scriptable Render Pipeline in Unity 2019 a new post-processing concept has been introduced. This allows you to define Volumes which apply a set of effects across the scene or to a particular portion of the screen.
I’ve been experimenting with creating custom Inspectors and Editor Windows in Unity lately and one of the features I’ve found is the GenericMenu class.
There are a few fun ways to make fantastic Editor tools in Unity for your code. Two of those are Handles and GenericMenu.
Unity makes it possible to draw simple debugging information in your scene and even in-game while using the Unity Editor using Gizmos.
Unity’s Gizmos can be a really powerful way to debug your objects and relationships. In this video we’re going to be focusing on drawing a graph, a set of nodes and edges with unique characteristics.
I’ve been trying to replace the old World of Zero website for a while now. A beta of the new version is finally in a working state and I’d love for you all to check it out!
Matrices are an extremely powerful tool when working with vectors. They’re the magic that makes a lot of the code in our shaders work, but they also work in a lot of handy other places.
Unity provides a funtion that allows your MonoBehaviors to be alerted when values are changed on it in the inspector.
Lets explore this new health tracking component we’ve built by introducing the Unity Test Runner to our project. The Unity Test Runner allows you to add a variety of NUnit tests to your project that allow you to create Edit and Play mode tests.
Lets make a component that can track a GameObject’s health in Unity and alert other subscribed objects when the health is changed.
Lets make a top down controller that plays a bit more nicely with the mouse. This will allow us to direct our ship by having it move towards the mouse instead of requiring the controller or keyboard input we have required up to this point.
We have a spaceship that can fly around, but we have a problem. It can fly through things. Lets fix that by changing our current transformation modification into physical forces on a rigidbody!
C# is a statically typed language meaning you must specify what type your variables are when declaring them. These types are verified by the compiler as you build your project.
C# allows you to seed data into your dictionary when it’s constructed by using an initializer function that accepts a series of key, value pairs after its constructor that causes those elements to be automatically inserted into your Dictionary’s for you.
C# includes a method for initializing Lists that means you do not need to repeatedly Add("foo") throughout your code.
C# has the ability to build strings in a number of ways. The simplest is concatenating them, but it’s not always the easiest or best solution depending on what you’re making.
Now that we have a spaceship controller that can take a direction input and turn that into movement we can start to play around with it.