Let’s build a stepped gradient in Unity! This 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.
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.
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 start a new project that allows us to load scenes using riding an elevator as the transition. To start with we’ll be building the animation controlling the opening and closing of the elevator doors.
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.
Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we’re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.
Expanding upon our exploration of a shader that snaps vertices to a grid. This time we’re moving things into world space!
In this video I get to play with madness. We’ll be exploring what happens if you try to “pixelate” a 3D mesh using a vertex shader.
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.
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 quaternion’s rotation or multiple two quaternions together in order to add the two rotations they represent together.
Raycasts provide a way for you to project lines through your scenes and detect the objects they hit as well as return important information about what they hit.
Lets explore building a self steering ship that can automatically move out of the way of obstacles in it’s path.
Lets explore pathfinding by implementing Dijkstra’s Algorithm. Dijkstra’s Algorithm is a pathfinding algorithm that works by calculating the distance from any node in a graph to a target node.
Recently in a live stream we built “The Topic Wheel”/“Idea Wheel” with the goal being to create an interactive element for a stream that could display any number of options and select one of them.
Recently I’ve been live streaming some larger projects on Twitch. We’ve been building out a new version of worldofzero.