Unity has made it a bit easier to compute some values in their editor windows by allowing you to enter math formula’s into the inspector.
One of the greatest tools for development is a really quick turn around between the code you write and seeing the result of that code.
Gizmos are a really handy way to indicate a whole range of interesting information during development of your project.
How can we turn input on a single joystick into dynamic movement of a spaceship? Let’s explore two new ways we might be able to do that.
Dot Products are a really easy and fun way to compare Vectors in space. When comparing two normalized with a dot product the result will be the cosine of the angle between the two Vectors.
Lets take a look at how you might build a solution that allows you to fire projectiles through walls of varying sizes.
One issue that is often encountered when building first person games is that the really close objects like weapons or hands will clip through nearby walls.
With the introduction of Shader Graph Unity also added support for Custom Nodes you can build yourself by creating custom CodeFunctionNode.
There is still so much to learn in Unity’s new Shader Graph feature. In this video our focus is twofold.
I’d like to be able to connect to my servers without having to continuously enter my users password. We’re going to accomplish that by making use of an SSH Security Token.
A number of people have commented that we should be using step or smoothstep instead of some of the branching if/else blocks we’ve used in other videos (branches in shaders tend to perform worse than other functions).
Lets learn Shader Graph by building our ripple shader entirely within Shader Graph. The goal of this series is to reproduce the ripple shader we’ve been working on and compare/contrast the process of building the same shader in both tools that Unity makes available to you.
Lets make a new shader in Unity that sends a ripple out across an object to reveal the texture underneath it!
One of the big advantages of recording yourself building things is you get to watch it all back, a built in code review while you edit.
Lets build a basic colored voxel “chunk” from start to finish! We’ll focus on constructing three main components: a Chunk which stores data about the world, A ChunkGenerator which fills the Chunk with initial information (it builds the world) and a MeshGenerator that converts our Chunk into a Mesh you can see.
I’ve been seeing a few example of uses for a cartoonish styled pipe that expands as something goes through it.
Time to make our Unity Observer a bit more… useful. Right now we have a custom Unity editor window that can find a game object by name and display its position in the scene.
LINQ can be confusing and some of the ways it works may not be intuitive if you’re unfamiliar with them.
Let’s add wind! The goal is to make snow “flow” across the land over time and create drifts from indentations.
Now that we’ve explored how to work with git locally lets dig into the remote aspects of it. We’ll explore how to clone a remote repository, how to make some quick modifications and then push that new branch up to the remote repository.