Learn how to create and use Scriptable Objects to design flexible systems, implement an event system and solve common programming problems in Unity.
Generating mazes similar to Wolfenstein 3D in Unity with a simple C# script. This allows the generation of both actual mazes as well as more general maps with small or large rooms depending on a single parameter.
The Diffusion Aggregation algorithm is a versatile and simple to implement algorithm which can be used for both generation of long winding maps with lots of corridors and subdiving or partitioning a grid into different sections. This algorithm can serve as an alternative to other algorithms, such as Drunkard or Random Walk for map generation, or Voronoi Diagrams for partitioning a grid.
Learn how to create, import and delete packages for your Unity projects. Packages facilitate development by making it easy to share code, shaders and assets between project, while also enabling you to easily update. We make the set up clear by explaining why to use packages and how to set them up, as well as providing samples from the Unity documentation and from our own packages.
Learn how to replace the default system cursor in Unity using either the Project Settings, or through the usage of a Canvas element with a custom script to get better control over cursor size and enable the usage of shaders
Setting up our Patrolling System by creating a linked list of Waypoint Nodes and explaining ways to expand it.
Learn how to handle Player input for Movement with an Animated Sprite using a State machine
Fixing issues with missing Editor, CustomEditorAttribute or CustomEditor namespaces or types when creating a build in Unity
Using the Random Walk / Drunkard Walk to generate interesting 2D maps in Unity. The algorithm is well-suited for natural and chaotic looking formations such as caves and guarantees the generated map is fully connected.
Discover why Unity has become the go-to choice for game developers worldwide. Explore its robust features, seamless integration, and thriving community support that empower developers to bring their game ideas to life with ease and efficiency.
Expanding on the recoil effect by controlling distance and duration in the pushback function
Creating a recoil effect for characters when hit in a 2d ARPG in Unity C#
Understanding the LCD effect and replicating it on Shadertoy to achieve a base for retro looks.
How to delete children of a gameobject while in Editor mode.
Ensure that a sequence of randomly generated numbers stays the same
Add juice to your game by changing your PostProcessing effects parameters at runtime in Unity URP and HDRP.
First part on how to generate a map like the GC version of Animal Crossing. Creating a high ground / low ground mask.
Sharing an utility class to flatten and unflatten 2D arrays in Unity C# for easy serialisation.
Visualizing a grid for development in editor play mode for Unity using Gizmos
Sharing a few things I've found out using the Babylon Unity Toolkit for the first time
Showing how to create a custom mesh in BabylonJS with a simple example: creating a quad.
Providing a function and an editor script to clean GameObjects containing missing components in Unity.
How to save a generated 2D array of floats of Vector3 into a texture file for later use in a shader or a material
Implementing a simple camera shake in Unity from scratch.
Convert an object's texture to HSV and rotate the Hue depending on position
Creating a Scriptable Object definition for pools of game objects to be drawn. Useful when creating environments.
Two lightweight ways to simulate shadows from a cloud cover in Unity URP
Sharing a more complex billboard shader in shadergraph that fixes lighting issues from our previous shader by using different calculations for billboarding, and sets custom normals
Creating the logic to show set the position of a gameobject to indicate if an object is focused using renderer bounds
Sharing simple scripts for camera, lights management, debugging...
Implementing a camera that follows the player around the map and gets offset near boundaries to avoid showing out of bounds part of the map.
Setting up a Custom Renderer Feature to replicate a basic tilt shift effect that can be stacked on top of other post processing features.
Sharing some great tutorials on how to handle lights and shadows in Unity to get good looking scenes
Implementing billboarding, camera position checks and forward checks to select a suitable sprite from a given tilesheet/spritesheet/spritemap. This enables us to only use quads and avoid manipulating the sprites through script, which should increase performance for scenes with plenty of background characters.
Implementing both billboarding and scrolling the tileset/tilemap of the character to update the face being displayed according to the camera's position
Combining distributions (Normal, Gamma, Uniform...) to fake real-world height data and sampling them using Perlin or Simplex Noise.
Specifying Animation Curves and Cycle Duration for x, y, z position manipulation to create varied movement for an object.
Make an object track the camera and always be facing it. Learning how a Billboard shader orients itself towards the camera, and how to implement this effect in Unity Shadergraph, to be used in games for vegetation and other elements (grass, pickups...)
How to create a compass in Unity, to help the player navigate an overworld section in a RPG
Exporting a Runtime-generated Mesh as a FBX using the FBX Exporter package, or as an OBJ using a script.
Talking about Managed/Unmanaged code, Garbage Collection and Memory Management in Unity and Mono C#, and how it impacts instantiation.
Sharing a simple trick to distribute daily challenge levels to your players
Explaining how to create a Simple Water Shader using Shadergraph in Unity by using scrolling normal maps and the depth buffer
Creating a bounded map with connecting edges for a 2D game in Unity. Lightweight and simple solution, suitable for Battle Royales and other kind of games.
Using Screen Mouse Position to move around the map like in Civilization or Starcraft.
Using Spherecasting to create a Line of Sight for AI Characters, Detect Player and Start Fighting System.
Explaining how the ELO ranking works and showing how to calculate ranking changes after each match.
Adjusting Camera Distance and Field of View to reproduce the famous Dolly Zoom, as seen in movies such as Vertigo, Goodfellas and Jaws.
A guide/tutorial on how to make your model's eyes track an object by manipulating Texture offset in your shader. Improving the results from Part 1 and fixing issues.
Working on an Utility to automatically port assets from deprecated rendering setups to URP/HDRP
A guide/tutorial on how to make your model's eyes track an object by manipulating Texture offset in your shader.
Adding Spring Bones components to Game Objects to easily implement Hair and Clothes physics in Unity, using scripts from the Unity-chan Toon Shader repository.
Sharing an Utility to easily delete empty Start and Update methods in Unity to improve Performance for Unity projects.
Streamlining the Process of adding Spring Bones components to Game Objects to easily implement Hair and Clothes physics in Unity. Based on scripts from the Unity-chan Toon Shader repository.
Learn how to detect Walls and handle contact with the Player
Learn How to Create Disappearing Platforms in Unity using Coroutines
Learn How to Import a Tilemap/Tileset to Create a 2D Platformer Game Level in Unity
Learn how to detect Walls by using Raycasting, turn back and how to handle contact with the Player
Handle Scene Management like a Boss
An Overview of the Different Pricing Systems offered by GameEngines as of 2020
Creating Walls and Introducing Raycasting for Object Detection
Adding User Interface elements to control our player's movements, and creating our own buttons implementation.
Creating a Basic Movement System for our RPG game
Comparing the alternatives, and why Unity is a great choice for Game Development
Getting started with Game Development in Unity by making a Dungeon Exploration game.