Participating in the https://itch.io/jam/gmtk-jam-2022 Join the World of Zero Discord Server: https://discord.gg/hU5Kq2u
Inspired by GitHub Skyline I’ve built a tool you can run from the command line that generates a bookmark from your GitHub Contributions.
The nameof expression allows you to convert a variable, property, type or function into a string that represents its name.
Let’s 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.
The next part of this experiment is integrating Unity with the rest of our SignalR components so that they can communicate with one another.
We’re 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.
.NET MAUI is an open-source framework for building multiplatform user interfaces that can reuse code across iOS, Android, MacOS and Windows!
Hello again internet! Let’s dive into how to manage camera physics in your third person cameras using SphereCasts.
Unity’s 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.
When working with the Unity editor it can be useful to animate the movement of a value from one place to the next.
Another VOD from the World of Zero Twitch development stream. This is a demo of some of the work that’s 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 I’m building that allows you to run C# queries, typically LINQ, that you can then use to modify objects in your scenes easily.
Let’s explore a calculator that can solve a variety of equations dynamically. We’ll 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 let’s 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 “floors” we’ll be transitioning between.
Let’s create a quick string parsing script that can read a long string and return a delimited set of results (we’ll be finding words).
C# includes a feature that allows you to use the using keyword to define aliases for different types or namespaces in your code.
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.
I’ve 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 we’re 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.