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 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.
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.
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.
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.
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!