Lets explore how you can compile a Java file from scratch without an IDE or other tool. All you will need to be able to do this is the Java Development Kit (JDK).
Debuggers are a great way to find out what is actually going on in your code. They allow you to pause, inspect and modify the state of your program at any time.
Lets explore how to build diffuse lighting onto our meshes. This is intended as somewhat of an introduction to some of the magic behind shaders.
There are two ways to handle input in your VR games built with Unity. Right now we have used Unity’s Input system to allow us to create Axis and Buttons which can be retrieved using the normal Input.
Lets Build Asteroids VR! Specifically lets focus on rotation controls and other movement options like a grappling hook (and potentially more with time permitting).
In order to better track and debug in Asteroids VR I’d like to be able to track how fast the player is moving at any point in time.
Lets Build Asteroids VR this Weekend! Asteroids VR is a recreation of the classic Asteroids style of game with a twist.
In previous videos we’ve built a pixel shader that renders circles instead of the traditional squares. You can rotate the pixels so that the circles can be oriented at any angle to one another.
I wanted to try something new and sort of experiment with a few concepts that build upon our circle pixel shader.
In the past two episodes we’ve created a pixelating shader that divides an image into a lower resolution grid of pixels and a second shader which renders a circle inside of a 1x1 area.
In the last video we made our circular pixel shader work. It now draws a grid of different colored circles based on the input from the shaders texture.
How do you start a new .NET Core project from the command line? How do you learn how to use the commands and figure out what is available for you?
Last time we built a grid of pixels for our circular pixel shader. In this video, part 2, we’re going to be figuring out how to draw a circle.
Lets make a pixelated shader we can use to easily make a pixelated version of a texture on our Game Objects.
Visual Studio Code allows you to search and filter your workspace explorer to more easily find certain files within a project.
Lets refactor the destruction system we built in a recent live stream. This lets us destroy “Asteroids” (read: cubes) in Asteroids VR by subdividing them until a minimum size is reached.
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.