unity3d
https://i.ytimg.com/vi/RD9qvXO_Ha4/mqdefault.jpg
Making Our Pixels Round - Circle Pixel Shader - Part 3
· ☕ 1 min read
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.

https://i.ytimg.com/vi/BVPfcI-O83s/mqdefault.jpg
Lets Draw A Circle - Circle Pixel Shader - Part 2
· ☕ 1 min read
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.

https://i.ytimg.com/vi/VaGI6j_4e7Y/mqdefault.jpg
Creating a Subchunk Spawner for Asteroids VR
· ☕ 2 min read
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.

https://i.ytimg.com/vi/POVJ-QIyygE/mqdefault.jpg
Open Source Contributions and Other Projects
· ☕ 1 min read
Lets merge some of your contributions to the World of Zero Open Source projects at github.com/worldofzero Special thanks to:

https://i.ytimg.com/vi/uzpUYBNsdb0/mqdefault.jpg
HDRP Post Processing Volumes in Unity
· ☕ 3 min read
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.

https://i.ytimg.com/vi/K0XHwqOmdvc/mqdefault.jpg
Creating a Context Menu in Custom Unity Editors
· ☕ 1 min read
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.

https://i.ytimg.com/vi/zdHvM6XU4rY/mqdefault.jpg
Building and Drawing a Graph in Unity using Gizmos
· ☕ 2 min read
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.

https://i.ytimg.com/vi/zpjlL-w3748/mqdefault.jpg
Modifying Vectors with Matrices
· ☕ 2 min read
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.

https://i.ytimg.com/vi/XdlBSXIcMvA/mqdefault.jpg
Placing our Health Tracker Component Under Test with Unity Test Runner
· ☕ 2 min read
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.

https://i.ytimg.com/vi/yOnth9uTLlA/mqdefault.jpg
Mouse Following Top-Down Space Ship Controller
· ☕ 2 min read
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.

https://i.ytimg.com/vi/8-UBALp1xQc/mqdefault.jpg
Rigidbody Top-Down Spaceship Controller
· ☕ 1 min read
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!

https://i.ytimg.com/vi/xYl5qRgOw_M/mqdefault.jpg
Top Down Following Spaceship Controller
· ☕ 1 min read
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.

https://i.ytimg.com/vi/O5eXHyDLVmw/mqdefault.jpg
Math in the Unity Inspector - Quick Tip
· ☕ 1 min read
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.