In the past two episodes we’ve created a pixelating shader that divides an image into a lower resolution grid of pixels and a second shader which renders a circle inside of a 1x1 area.
In the last video we made our circular pixel shader work. It now draws a grid of different colored circles based on the input from the shaders texture.
Last time we built a grid of pixels for our circular pixel shader. In this video, part 2, we’re going to be figuring out how to draw a circle.
Lets make a pixelated shader we can use to easily make a pixelated version of a texture on our Game Objects.
Lets refactor the destruction system we built in a recent live stream. This lets us destroy “Asteroids” (read: cubes) in Asteroids VR by subdividing them until a minimum size is reached.
Unity’s editor includes a handy feature that enables you to quickly focus on and follow Game Object’s in your scene view.
Lets merge some of your contributions to the World of Zero Open Source projects at github.com/worldofzero Special thanks to:
With the Scriptable Render Pipeline in Unity 2019 a new post-processing concept has been introduced. This allows you to define Volumes which apply a set of effects across the scene or to a particular portion of the screen.
I’ve been experimenting with creating custom Inspectors and Editor Windows in Unity lately and one of the features I’ve found is the GenericMenu class.
There are a few fun ways to make fantastic Editor tools in Unity for your code. Two of those are Handles and GenericMenu.
Unity makes it possible to draw simple debugging information in your scene and even in-game while using the Unity Editor using Gizmos.
Unity’s Gizmos can be a really powerful way to debug your objects and relationships. In this video we’re going to be focusing on drawing a graph, a set of nodes and edges with unique characteristics.
Matrices are an extremely powerful tool when working with vectors. They’re the magic that makes a lot of the code in our shaders work, but they also work in a lot of handy other places.
Unity provides a funtion that allows your MonoBehaviors to be alerted when values are changed on it in the inspector.
Lets explore this new health tracking component we’ve built by introducing the Unity Test Runner to our project. The Unity Test Runner allows you to add a variety of NUnit tests to your project that allow you to create Edit and Play mode tests.
Lets make a component that can track a GameObject’s health in Unity and alert other subscribed objects when the health is changed.
Lets make a top down controller that plays a bit more nicely with the mouse. This will allow us to direct our ship by having it move towards the mouse instead of requiring the controller or keyboard input we have required up to this point.
We have a spaceship that can fly around, but we have a problem. It can fly through things. Lets fix that by changing our current transformation modification into physical forces on a rigidbody!
Now that we have a spaceship controller that can take a direction input and turn that into movement we can start to play around with it.
Unity has made it a bit easier to compute some values in their editor windows by allowing you to enter math formula’s into the inspector.