Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.
Unity provides a series of tools for registering Debug information in our games. The most commonly used functions are the logging ones like Debug.
Continuing our development of the Sand Table prototype project we’re going to add gates. We’ll build two components for this.
Lets explore using a Texture2D as a way to represent tilemapped 2D levels. This gives us a way to easily draw levels in paint, photoshop or other image editing software and import it easily into Unity.
You can import .NET Libraries into Unity in order to expose additional functionality in your game. In this video we’re going to build a basic demonstration of this feature by creating a brand new .
Lets integrate the .NET Roslyn compiler into a Unity game so we can run basic scripts at runtime. This will allow us to write new C# code into a Unity UI object like a Text Box and then execute it.
I’ve been experimenting with embedding Roslyn (the .NET compiler) into Unity. Here is what I’ve built so far.
Boids are a type of basic AI that can simulate the flocking movement of birds using a few simple rules:
Today I wanted to take a closer look at an older video where we built a dice roller that used Dot Products to determine which face on a dice was rolled.
You are able to modify the speed of most objects, animations and physics using a single value: Time.timeScale. Modifying this value from it’s default (1) causes the game to run slower (values less than 1) or faster (values greater than 1).
I’ve recently moved into a new space and could use some furniture to help fill the space. I’d like to create some interesting objects that can help do that and this is the start of a test project to see what we can build.
Let’s build some fun projects together today. I’m hoping to work on the platforming of a platformer game and - if time permits - also work on some more MC Clone (a new Minecraft mod).
Lets write a custom snow covered surface shader in Unity that can procedurally generate snow and place it on top of any object in our scene.
Zenject is a Dependency Injection Container Framework built for .NET that is also compatible with Unity. Lets learn some of the basics of how to get Zenject setup and start injecting components.
Debuggers are a great way to find out what is actually going on in your code. They allow you to pause, inspect and modify the state of your program at any time.
There are two ways to handle input in your VR games built with Unity. Right now we have used Unity’s Input system to allow us to create Axis and Buttons which can be retrieved using the normal Input.
Lets Build Asteroids VR! Specifically lets focus on rotation controls and other movement options like a grappling hook (and potentially more with time permitting).
In order to better track and debug in Asteroids VR I’d like to be able to track how fast the player is moving at any point in time.
Lets Build Asteroids VR this Weekend! Asteroids VR is a recreation of the classic Asteroids style of game with a twist.
In previous videos we’ve built a pixel shader that renders circles instead of the traditional squares. You can rotate the pixels so that the circles can be oriented at any angle to one another.