Letβs 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.
Weβre starting a new project beginning with an introduction to SignalR. Our goal is to introduce SignalR into a Unity project so we can communicate in real-time between a Unity game and a web app.
Unityβs 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 thatβs 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.
LINQ for Unity is a new tool Iβm building that allows you to run C# queries, typically LINQ, that you can then use to modify objects in your scenes easily.
Letβs explore a calculator that can solve a variety of equations dynamically. Weβll 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 letβs 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 βfloorsβ weβll be transitioning between.
There are a lot of options available to you when you want to test your project in Unity3D and validate that your code actually does what you think it does.
Iβve been working on re-learning how to work with scenes in Unity and am planning a larger project around the feature, but wanted to bring all of you on my journey.
In this video weβre going to explore a way I approach reproducible pseudo-random number generation that uses calculated hashes to select a random item or property for an object.
A six degree of freedom (6DoF) system describes one where a player is able to freely move along the X, Y and Z axis as well as yaw, pitch and roll their rotation.
Unity provides a few operators that can make some common tasks with quaternions easier to accomplish. You can multiple a quaternion and vector to rotate the vector by the provided quaternionβs rotation or multiple two quaternions together in order to add the two rotations they represent together.