Supercharging Materials with the Scriptable Render Pipeline in Unity

Introduction In this tutorial, we will be using the Scriptable Render Pipeline in Unity to supercharge our materials and make them look awesome. We will be utilizing the Scriptable Render Pipeline (or, as it is often called, SRP) in two different applications. In the first, we will be making a more realistic material for glass, … Read more

Complete Guide to Procedural Level Generation in Unity – Part 3

In the last tutorial we added more noise variables to our level, such as temperature and moisture. In addition, we used those noise variables to assign biomes to different regions of our level.  By now, we already have a fairly complete procedurally generated level, but we can still add some other things, and that’s what … Read more

Complete Guide to Procedural Level Generation in Unity – Part 2

In the last tutorial we created a Level object by creating its individual tiles. For each Tile, we generated pseudorandom height values using a noise function, so that we could assign terrain types and heights for each Tile region. This tutorial series takes inspiration from, and expands on techniques presented by Sebastian Lague, Holistic3D and … Read more

Intermediate Unity 2D Game Development: From Master To Pro

Intermediate Unity 2D Game Development: From Master To Pro

If you have already conquered Master Unity 2D Game Development by Building 6 Games then you are ready to take your unity skills to the next level and become a professional game developer. During the course, you will build 6 polished games to add to your portfolio while learning Advanced C#, how to solve complicated problems … Read more

How to Use State Machines to Control Behavior and Animations in Phaser

Suppose you’re building a platformer game, where the hero can walk, jump and attack. The hero can jump while standing or walking, but he can’t attack while jumping or walking. Also, the player can not jumping again while it is in the air (no double jumping). We can start implementing the hero code as below. … Read more