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
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.
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#
Using Svelte adders to easily setup a Svelte project or add dependencies
Ensure that a sequence of randomly generated numbers stays the same
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 JSON file with the name of shrines and trials from Breath of the Wild on Github.
Providing a function and an editor script to clean GameObjects containing missing components in Unity.
A simple trick to allow correct function dispatch on objects inheriting from and referenced by the same base class
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.
Creating a Scriptable Object definition for pools of game objects to be drawn. Useful when creating environments.
Implementing a Trie, aka Digital/Prefix Tree in pure python. First in a serie of article on implementing Data Structures from scratch. Code available on Github.
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.
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.
How to create a compass in Unity, to help the player navigate an overworld section in a RPG
Using Screen Mouse Position to move around the map like in Civilization or Starcraft.
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.
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.
Released the First Working Version of MusiStrata and Created a Dedicated Github Pages Website