You can modify the default scripts Unity generates for you when you use create new MonoBehaviors from inside the editor, generate new Tests or Shaders.
Let’s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.
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.
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).
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).