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.
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 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.
Previously we had looked into providing an abstraction layer over our character controller to allow us to build modular pieces instead of a single monolithic character controller.
Lets take a look at building an abstraction over a character controller in our 2D platforming game. The goal of this refactoring and abstraction pattern is to improve the testability and modularity of the character controller.