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.
Gizmos are a really handy way to indicate a whole range of interesting information during development of your project.
How can we turn input on a single joystick into dynamic movement of a spaceship? Let’s explore two new ways we might be able to do that.
Dot Products are a really easy and fun way to compare Vectors in space. When comparing two normalized with a dot product the result will be the cosine of the angle between the two Vectors.
Time to finally catch our Shader Graph Ripple Shader up to the existing Ripple we created in a Surface Shader a while ago.
Lets take a look at how you might build a solution that allows you to fire projectiles through walls of varying sizes.
One issue that is often encountered when building first person games is that the really close objects like weapons or hands will clip through nearby walls.
With the introduction of Shader Graph Unity also added support for Custom Nodes you can build yourself by creating custom CodeFunctionNode.
There is still so much to learn in Unity’s new Shader Graph feature. In this video our focus is twofold.
A number of people have commented that we should be using step or smoothstep instead of some of the branching if/else blocks we’ve used in other videos (branches in shaders tend to perform worse than other functions).
Lets learn Shader Graph by building our ripple shader entirely within Shader Graph. The goal of this series is to reproduce the ripple shader we’ve been working on and compare/contrast the process of building the same shader in both tools that Unity makes available to you.
Welcome back! Let’s expand our Ripple Shader so it’s a bit easier to control and set the groundwork for some of the upcoming features we’ll want to build for it.
I’ve never used Unity’s Microphone API’s before. Let’s explore them together and get lost while we make something cool!
Lets make a new shader in Unity that sends a ripple out across an object to reveal the texture underneath it!
One of the big advantages of recording yourself building things is you get to watch it all back, a built in code review while you edit.
Lets build a basic colored voxel “chunk” from start to finish! We’ll focus on constructing three main components: a Chunk which stores data about the world, A ChunkGenerator which fills the Chunk with initial information (it builds the world) and a MeshGenerator that converts our Chunk into a Mesh you can see.
Time to make our ship go pew., pew! We’re going to add projectiles. We’ll build a set of components that can fire and build projectiles.
Lets spice up our our contrasting transition shader with an accent color that more clearly marks the border between one color and the next.
Continuing to build out our side scrolling shooter. We’re going to be building an effect that is essential to one of the main mechanics I am trying to build for this game.
We’re going to return to a project I built before starting this channel. Minefield, my take on Minesweeper for mobile.