Lets make a visual upgrade for our basic flight controller we build in the last video. We’re going to make our ship rotate in the direction it is moving so its not just a cube moving up and down the screen!
Let’s build a Side Scrolling Shooter. In this video we’ll start by building the controls for a simple flight controller that will let us move up and down in a limited space smoothly.
Let’s take a look at improving the usability of Unity Observer by reducing the number of text boxes we use to search.
Part 2 of building the Asteroids VR Grappling Hook. In this video we’re going to swing! Picking up from the previous video in the series we’re going to modify our grappling hook projectiles to actually attach a Spring joint between the player and wall they impact.
Lets make Unity Observer a bit more useful! In this video we’ll add support for accessing different components by name other than the current support for Transforms.
Returning to Unity Observer, a project that enables you to easily analyze data in bulk from your Unity scenes.
Time to return to an old series on the channel! Asteroids VR is a take on the classic Asteroids game but in VR.
Lets take a look at the recently released Raymarching Toolkit for Unity and some of the powerful things you can do with it.
Time to make our Unity Observer a bit more… useful. Right now we have a custom Unity editor window that can find a game object by name and display its position in the scene.
Lets make Observer an extension to the Unity Game Engine that makes it easier to inspect objects in your scene.
New project time! We’re going to build a fun new editor tool. But enough of that, we’ll get to the tool later.
We’ve built a lot of shaders, how do we attach these to our terrain though? Let’s take a look at how you can build a basic shader that integrates with Unity’s pre-built terrain tools.
How do you cut holes in solid geometry? You don’t… but you can fake it. To do that we’re going to use the Stencil Buffer.
I’ve been setting up a demo for a new project and ran into a bit of a snag. I had originally intended to use a Particle System to generate the effect I wanted - I already have it created.
Last video we added support for wind to blow snow across our terrain. That was cool but the implementation was fixed and required us to have wind move in a specific direction.
Let’s add wind! The goal is to make snow “flow” across the land over time and create drifts from indentations.
The next step is dropping cubes. We’re building a game that can be played live using some of the interactive features of Mixer.
We’ve already built a snow shader that can deform as you walk over it. But what about recovering over time?
We’re returning to our Mixer game with a game plan this time. The goal is to build small games that can be used almost like an interactive screen saver when you need to AFK during a live stream.