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.
A simple trick to allow correct function dispatch on objects inheriting from and referenced by the same base class
Implementing a simple camera shake in Unity from scratch.
Creating the logic to show set the position of a gameobject to indicate if an object is focused using renderer bounds
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.
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.