unity3d
https://i.ytimg.com/vi/Nj1YynIG9vQ/mqdefault.jpg
Using Polar Coordinates in Unity Shader Graphs
· ☕ 2 min read
Getting back into making videos and decided to explore polar coordinates at a high level. Polar coordinates are an alternative coordinate system that maps points onto a radius and angle instead of an XY position like we have when using more typical Cartesian coordinates.

https://i.ytimg.com/vi/zKXYo9IWVFs/mqdefault.jpg
Creating a Mouse Controlled Flashlight
· ☕ 2 min read
Lets take a look at how we can use Unity’s Camera.ScreenPointToRay function to adjust the rotation of a spotlight to always point where our mouse is located on the screen.

https://i.ytimg.com/vi/3F4HjM_5hZY/mqdefault.jpg
An Intro to Json Serialization and Deserialization in Unity
· ☕ 2 min read
JSON is a common data format that stores data in human-readable strings that can be interpreted by computers. This makes it possible for you and other people to read and modify the raw data and pass that information along to internal systems for use.

https://i.ytimg.com/vi/2P4oPtU2Rtk/mqdefault.jpg
Using Scriptable Objects in Unity
· ☕ 1 min read
ScriptableObject’s are a way to make configurable objects you can attach to MonoBehavior’s or others objects. This allows you to quickly create and swap out data on your game objects without having to create and manage entire object Prefabs.

https://i.ytimg.com/vi/8eFaLtJMsNo/mqdefault.jpg
Automatically Processing Assets with Custom Unity Asset Pipelines
· ☕ 1 min read
Continuing our journey of adding the ability to easily use SVG assets in Unity, today we’re going to be exploring how to automatically process and convert SVGs to PNGs whenever one is added to our Unity project.

https://i.ytimg.com/vi/6-jIzylKKHg/mqdefault.jpg
Building a Cloud Game w/ @MicrosoftReactor - Day 2
· ☕ 1 min read
Grab a controller and brush off your C# skills - we’re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we’ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.

https://i.ytimg.com/vi/gqil7OOa60A/mqdefault.jpg
Building a Cloud Game w/ @MicrosoftReactor - Day 3
· ☕ 1 min read
Grab a controller and brush off your C# skills - we’re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we’ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.

https://i.ytimg.com/vi/OLGFrDxWNaU/mqdefault.jpg
Building a Cloud Game w/ @MicrosoftReactor - Day 1
· ☕ 1 min read
Grab a controller and brush off your C# skills - we’re building a game this week! Over the next 3 days (Tuesday - Thursday 11-3 Pacific) we’ll be diving into Unity and building a game that we can connect up to the cloud to explore building cloud connected games.

https://i.ytimg.com/vi/Tfyt8dynm-M/mqdefault.jpg
Tracking Task Progress in Unity
· ☕ 2 min read
Let’s start expanding on the SVGs in Unity project we started that converts SVG’s into an image format that is usable by Unity (https://www.

https://i.ytimg.com/vi/0mk-Kjab4as/mqdefault.jpg
Adding Unity Support - SignalR in Unity - Part 2
· ☕ 2 min read
The next part of this experiment is integrating Unity with the rest of our SignalR components so that they can communicate with one another.

https://i.ytimg.com/vi/_CNfrFk7r98/mqdefault.jpg
Creating a Stepped Gradient Shader in Unity
· ☕ 2 min read
Let’s build a stepped gradient in Unity! This is a form of gradient with hard transitions between the different keyframes in the gradient which creates clear blocks of color like you might see on a flag or logo.

https://i.ytimg.com/vi/oKwDx4sDSHQ/mqdefault.jpg
Supporting Grid Rendering - LINQ for Unity - Part 3
· ☕ 1 min read
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.