Noveltech

Tips & Tricks for your Programming

Find all our articles about tutorial
  1. Getting Started with Babylonjs Unity Toolkit

    Sharing a few things I've found out using the Babylon Unity Toolkit for the first time

  2. Creating a custom mesh in BabylonJS

    Showing how to create a custom mesh in BabylonJS with a simple example: creating a quad.

  3. How to Perform Polymorphism on Object from Different Classes in C#

    A simple trick to allow correct function dispatch on objects inheriting from and referenced by the same base class

  4. Implementing a Simple Camera Shake

    Implementing a simple camera shake in Unity from scratch.

  5. Implementing a Selection Visual Indicator in Unity

    Creating the logic to show set the position of a gameobject to indicate if an object is focused using renderer bounds

  6. Creating a 2d RPG Camera in Unity

    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.

  7. Creating a Simple Tilt Shift Effect in Unity URP

    Setting up a Custom Renderer Feature to replicate a basic tilt shift effect that can be stacked on top of other post processing features.

  8. Change a Sprite according to the Camera's Direction and Position in Unity Shadergraph - Part 2

    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.

  9. Change a Sprite according to the Camera's Direction and Position in Unity Shadergraph

    Implementing both billboarding and scrolling the tileset/tilemap of the character to update the face being displayed according to the camera's position

  10. Generating Realistic Heights Distributions for Terrain Generation in C# for Unity

    Combining distributions (Normal, Gamma, Uniform...) to fake real-world height data and sampling them using Perlin or Simplex Noise.