I’d like to be able to connect to my servers without having to continuously enter my users password. We’re going to accomplish that by making use of an SSH Security Token.
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.
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.
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.
Visual Studio’s new Live Share feature makes it possible to collaboratively edit code, debug together and share terminals and locally hosted websites with your other teammates.
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.
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.