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.
Lets explore drawing lines using the mouse in Unity. We’ll approach this in two parts. The first is to figure out how to cast a line from our camera where our mouse is.
Testing code is important. It ensures that the code you just wrote works, but more importantly it serves as documentation about exactly what your code does and ensures that after months of maintenance and changes that the code you haven’t touched in months still does what you think.
It’s time to add another layer to our Shield Shader. Projectiles are going to start causing distortions in the shield as they impact it instead of just pulsing a color along the shield.
Lets make a shader that lets you add cool pseudo volumetric lighting to your particle effects.
Imagine putting lights inside a cloud of smoke, because Unity’s particles always face you the lighting on a standard shader can be questionable.
Unity 2018’s beta was released earlier today and includes a number of exciting new features. One of them is a new visual shader editor called the Shader Graph.
Lets riff on how to draw force directed graphs in Unity. A force directed graph is a directed graph that is drawn and positioned by having each node apply force to every other node.
Midnight is a game built in 48 hours for the Asylum Jam. The asylum jam emphasizes horror without the stigma of mental illness, including the use of asylum’s, hospitals etc.
Grab Passes are a really complicated and expensive way to do nothing in a shader. A Grab Pass is an additional pass added to your shader that captures the scene and allows you to use that captured texture in your shader.