A few weeks ago one of you left a comment on an older video of mine that built a 3D Model exporter into Unity.
Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.
Unity provides a series of tools for registering Debug information in our games. The most commonly used functions are the logging ones like Debug.
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.
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.
I wanted to try something new and sort of experiment with a few concepts that build upon our circle pixel shader.
Unity makes it possible to draw simple debugging information in your scene and even in-game while using the Unity Editor using Gizmos.
I’ve never used Unity’s Microphone API’s before. Let’s explore them together and get lost while we make something cool!
We’ve already built a snow shader that can deform as you walk over it. But what about recovering over time?
Lets explore drawing lines using the mouse in Unity. We’ll approach this in two parts. The first is to figure out how to cast a line from our camera where our mouse is.
The first part of two covering how to build a line renderer that only renders lines at 45 degree angles.
Bug fix time! Our quadtree is broken so let’s fix it. There are two things broken right now that we need to fix.