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.
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.
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!
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.
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.
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.
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!
C# is a statically typed language meaning you must specify what type your variables are when declaring them. These types are verified by the compiler as you build your project.