Lets Build Asteroids VR! Specifically lets focus on rotation controls and other movement options like a grappling hook (and potentially more with time permitting).
In order to better track and debug in Asteroids VR I’d like to be able to track how fast the player is moving at any point in time.
Lets Build Asteroids VR this Weekend! Asteroids VR is a recreation of the classic Asteroids style of game with a twist.
In previous videos we’ve built a pixel shader that renders circles instead of the traditional squares. You can rotate the pixels so that the circles can be oriented at any angle to one another.
I wanted to try something new and sort of experiment with a few concepts that build upon our circle pixel shader.
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.
How do you start a new .NET Core project from the command line? How do you learn how to use the commands and figure out what is available for you?
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.
Visual Studio Code allows you to search and filter your workspace explorer to more easily find certain files within a project.
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.
I’ve been trying to replace the old World of Zero website for a while now. A beta of the new version is finally in a working state and I’d love for you all to check it out!