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  • Language
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  • Created about 3 years ago
  • Updated about 3 years ago

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How to make a pick a player screen in Unity. Pick a player in a menu screen and load the next scene using the player the user picked. How to pass values from one scene to another.

More Repositories

1

Softbody-Physics-Spring-Joint-

Turn a mesh mushy with softbody physics. How can I make softbody physics in Unity using the things unity has built in? I tried to make softbody using a rigged mesh and spring joints. Here is how it came out. YouTube
C#
49
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2

how-todo-marching-cubes

Haven't made a video in a while. That's because this marching cubes algorithm took me awhile to unravel. Most of the work was in the 256 cube configurations and the isofaces it takes to build them. I figured them all out myself (even though there were probably daat available on internet somewhere). Oh well, learn the hard way, and I'll never forget. In this video I'll go over how the marching cube algorithm works, how to use it, how to figure out the cube configurations. You'll see it animated in action. There is a cube configurator scene that helps you see what each cube configuration looks like. the MarchingCube.cs file is reusable so you don't have to write it everytime you start a new game project.
C#
11
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3

procedural-punch-to-target

HOw would you like to know how to animate a character to always punch toward any target in a scene? How to pick up any object they can reach? You dont want to use a canned animation because the scene placement maybe off a little. A solution is to mix the canned animation with a procedural one. Mic the canned animation with an Implementation of real-time inverse kinematics in Unity using the animation rigging package. YouTube
C#
7
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4

load-external-mp3-with-script-from-anywhere

Imagine making an audio player in Unity. How do you load a file from anywhere on the harddrive in Unity? I found a way to load a WAV file from anywhere on the HardDrive using WWW, but then I couldn't load an Mp3 file. I didn't give up I found that I could use NAudio.dll library to convert an MP3 to WAV in memory and then use the WWW to load the MP3 file from an external location in Unity. Hopefully WWW (which is deprecated) sticks around a while longer... or is replaced with something better.
C#
6
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5

marching-cubes-with-linear-interpolation

C#
3
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6

SelfDrivingCars

Use Neural Networks (MLAgents) to train cars to drive on track using barriers and no barriers
C#
3
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7

inspector-dropdown-editorGUIlayout.popup-

How do you add a dropdown to the Unity Inspector window for your script? You could use enum public variable type. But you can also use an array like I do in this tutorial here. I use a string array and a List collection. These are helpful if you don;t know what the contents of your array will be.
C#
2
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8

procedural-mesh-triangle

In Unity 3D we use meshes. The meshes can be the primitive meshes that come with unity. The meshes can be imported from external programs. But the meshes can also be created through code. I'm calling these meshes procedural meshes. Since meshes are made of triangles - the simplest mesh is one triangle. Lets make the triangle mesh in the tutorial through C# script.
C#
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9

marching-cubes-in-a-game

So know that I know the marching cubes algorithm, how can I implement it in a game of some type. One way is like in a minecraftee type of way. Modify the terrain around me in real time during game play... So that's what I did here in this tutorial video.
C#
2
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10

slippery-bouncy-physics-material-tutorial

When gameobjects collide what decides the rules of how they interact with each other? Are they slippery like ice, bouncy like a ball, or is it like dragging a block of cement? In Unity, the colliders can have a material assigned to them - physics materials. The physic materials of these colliders with materials will be visible when they are sliding on a surface of when the physics forces of a rigidbody push gameobjects into eachother. In this unity tutorial we will see how to setup some physics materials and control a game object with the keyboard, and we will see some game objects just falling and sliding on surfaces.
C#
2
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11

animate-3d-models-with-mixamo

How to Animate a MagicaVoxel 3D Model using Mixamo. Import the model and animation data into Unity and play the character with joystick or keyboard input.
C#
2
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12

procedural-mesh-01-mesh-through-code

There is more than one way to make a mesh. You can use a Unity primitive. You can make a mesh outside of unity with tools like Blender or Magicavoxel. Or... you can procedurally generate a mesh through code in Unity using scripts. When you procedurally generate a mesh there are some benefits. You can do things like the voxel worlds of Minecraft and more. In this Unity tutorial we will make the simplest mesh (a triangle) all the way up to a cube mesh using C# scripts. We will see how to specify the vertices, triangles, and uv coordinates for materials (textures). And we will understand how to specify to Unity which side of the mesh polygons to render and which to not (backface culling)
C#
2
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13

create-bones-on-transparent-2D-image

Animate 2D images in Unity with the 2d Animation package. Here I'll use Unity 2021.1 and the sprite editor to create bones on a picture of the pink panther. The sprite editor will also add geometry (mesh outline of the 2D image) and weight (effect of each bone on the nearby geometry). The geometry and the weight have automatic features. After the bones are added to the sprite asset, drag and drop the sprite into the scene. Add a 2D Animation, Sprite Skin component and click the button create bones, so the component can detect all the bones you added in the sprite editor. Then when you move the bones the sprite beneath it moves. You can now animate it.
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14

procedural-mesh-color-vertices

THis procedural mesh turorial shows how you can set the color for specific individual vertices on a mesh using the colors (colors32) array of the MeshFilter mesh object on you Unity GameObject. You ned to use a particle shader and set values in the colors array of the mesh.
C#
2
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15

UI-grid-control-scroll-view-with-button

In Unity can I make some sort of data grid control? YES! I can. In this tutorial I make a grid like UI control and populate the grid with mp3 files found on my harddrive. I also play the mp3 songs found on my harddrive in unity using the NAudio.dll from the internet and WWW class from Unity.
C#
1
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16

slowly-rotate-toward-target-2

slowly rotate a gameobject to point toward another gameobject on all three axes or any subset of axes
C#
1
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17

Animate-Inside-Unity

how to create an animation inside Unity (*.anim) and use it on a game object.
1
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18

inspector-button

In Unity, how to add your own custom inspector button to the inspector window for a script to do something when pressed at design time (not runtime).
C#
1
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19

MakeRoad2Splines

Make a race track road out of two splines, on a terrain. the terrain will cut out for the road. There are gizmos and an inspector editor button to preview the mesh that will be made. and there is a car that you can drive.
C#
1
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20

waveform-2D

How do i display a waveform in a Unity 2D project? I create a Texture2D within a script that I have mapped the samples of an audio track on. I use AudioClip.GetData to get all the samples at once. And use texture2d.SetPixel to draw the waveform on the texture before assigning to a Sprite GameObject.
C#
1
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21

multiple-cameras

How to display view from more than one camera in a Unity game scene (ie: split screen, minimap, TV, etc)
C#
1
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22

WaitForSeconds

In Unity how do you just pause execution for a number of seconds? One way is to use WaitForSeconds but it's not that easy. You have to use it in an IEnumerator type function and the caller to that function must use StartCoroutine.
C#
1
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23

crowd-simulator

make a crowd feeling using navmesh and navmeshagents
C#
1
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24

cube-explode-and-recover

Unity - Cube explode and recover. AddExplosiveForce to the rigidbody of a cube. Let it spiral out of control until it stops. Then have the cube recover (move and rotate) back to a target position.
C#
1
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25

MLAgents16-Toolkit

version 16 of the MLAgents toolkit. Useable yo make Artificial Intelligence / Neural Network training and brains for Unity game objects
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26

procedural-mesh-terrain-chunk

Make a procedural mesh terrain chunk through code in unity tutorial. The mesh will have collider. the mesh will only have faces defined that can be seen. inner faces are omitted.
C#
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27

Drive-To-Checkpoint-Artificial-Intelligence-MLAgents-

Train a neural network (MLAgent) in Unity for a Car to drive down a road to a checkpoint. Develop a simple artificial intelligence for a car to drive down a road to a checkpoint
C#
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28

2d-animation-bones-IK

The 2D bones animation keep changing. So, this is how 2D Skeletal Bones Animations with IK is done in Unity 2019.4 It's the best one yet. I can actually go back and edit my mistakes without having to start over again. Time Contents: sketch.io (make sprite) - 1:15 install packages (2D Animation, 2D IK) - 6:00 add bones to sprite - 8:15 bone depth (+close, -far) - 11:30 connect bones to sprite - 13:30 animations - 15:00
C#
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29

decal-like-a-sticker

Note: make sure you tag the Camera in your scene as "main camera" so that the Camera.main code works - otherwise you'll get a NUll reference exception on line 15 (thanks Dav Larson)
C#
1
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30

3WaysToMoveCar

3 ways to move cars in unity
C#
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31

TextTwoWays

Do text in Unity using OnGUI or UIText. You can have screen text or 3d text in the scene
C#
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32

perlin-noise-procedural-hills

Perlin Noise is an algorithm that games use to make various randomly generated things (dungeons, levels, terrain, endless, etc.) In this tutorial video, I am going to use perlin noise to generate hills. I generate hills in 2d and in 3d at the end. I was planning on using this information in combination with my learning about voxels to make a minecraft like world.
C#
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33

collisions-and-triggers-enter-stay-exit

In almost every game you need to know this... when two gameobjects touch! So in this unity tutorial Im just going to go over the collision and trigger basics I've encountered. For each there are three types of events: enter, stay, exit. And the rules are that each gameobject must have a collider and at least one object must have a Rigidbody. We will even go into collisions of child objects. In some cases they will pass the collision event up to the parent -and- in some cases not. But we can overcome that with a script and do it manually. YouTube
C#
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34

everything-about-a-voxel

I want to make a minecraft like terrain for a game. If I were to make thousands of unity cubes, my computer comes to a crawl. How do you do it? We are going to have to learn about a thing called a voxel. We make cube mesh in a C# script. We will make a smooth voxel where the vertices are shared. We will make a flat voxel where each of the 6-sides has the same normal. And then we will learn how to make and use a material on our voxel that has a different picture (or texture) on the sides.
C#
1
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35

network-multiplayer-level1

The simplest network multiplayer gameplay setup in Unity. Have a player you can move around. Host a game and all clients come in as their own player they can move around in the same scene with you. Omarvision game programming tutorials, unity game engine. www.omarvision.com
C#
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36

procedural-mesh-chunk

Little by little we are getting there. We made a cube in the last video. Now we make a chunk of cube meshes. We alter our algorithms to take into account array offsets, and position offsets for each cube procedurally generated to create a chunk of cubes mesh. We can specify the dimensions of the chunk. We learn that Unity has a mesh vertices limit. We can use a 16bit or 32bit limit.
C#
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37

easy-animations-with-mixamo-part-1

I made the Franky model in Blender to show how to connect two meshes. But now to add animations. I can rig and animate right in blender. But, Since it is a humanoid model, I can easily get some animations from Mixamo to use in my unity game instead. Then I show you how I use the animations in a Unity project. Add them to an animation controller with parameters to control which animation plays. We add a script on the player to control the animations while we move our character.
C#
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38

animated-jumping-problem

I had a problem using jump animations from Mixamo.com where I couldn't sync up the jump and the landing on objects. So, I figured a way to get around that by duplicating the jump animation. Playing the first half of the getting ready for the jump. Playing the second half for the landing of the jump. I only applied the up force to the rigidbody at the proper frame of the animation up jump by using an animation event to call my script ApplyUpForce() method.
C#
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39

how-to-use-wheel-colliders

Wheel Colliders are a more complex collider type in Unity. I am going to show you how to use them in this video. They are complex to setup but they do cover a lot of car physics for us automatically, and playing with the settings you can have a wide range of car type supported. You can have as many wheels on your car as you want.
C#
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40

joystick-gamepad

Reading a joystick in Unity takes 2 things: input manager mappings, and the Input class. You need to know the input mappings for the controller you are using. The XBox360 and Logitech F310 gamepad share the same mappings. Once you set the mapping settings in the input manager you can read the joystick using the Unity Input class.
C#
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41

tap-bpm-detection-manual-beat-detection

If you have a waveform in Unity that is a song and want to know how many beats per minute (bpm) the song is, you can figure it out by tapping the beats while you listen to the song playback. This unity tutorial goes over how to tap the beats to a playing song and get the beats per minute (bpm) that the song is playing at. I call this manual beat detection because you (the user) has to tap the beats to get the bpm.
C#
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42

using-2-joysticks-gamepads

How to use multiple joysticks in Unity. Set the input manager settings for each joystick and use Input GetButton and Input.GetAxis with the name of the input manager setting.
C#
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43

easy-animations-jump-on-block-part2

Users wanted to see how Franky could jump on the block too! Therefore in this video I continue a little further and show how to have the Franky character play a jump animation on be able to jump on a block. The animations were exported from Mixamo to use in Unity. The trick is to put the rigidbody on the parent level - Franky, and put some sphere colliders on his feet (on the bones of his feet).
C#
1
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44

multiplayer-use-mirror

If I want to do a multiplayer game, I can do it in Unity. This video goes over how to setup the skeleton of a multiplayer using Mirror from the asset store. Mirror is free and is kinda the successor to the way of doing multiplayer in unity 2018. Mirror NetworkManager, NetworkIdentity, NetworkTransform.
C#
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45

game-camp-coding-enemy-chase-shoot

day 1 and 2 of game camp we learned the Unity interface and placed objects in a scene. Then we finally made a player object in the scene that we moved and controlled using the W,A,S,D keys (or arrow keys) to move around the scene as we played the game. this video cover day 3 and 4 of the game camp of June 2019. We introduced some AI gameobjects that can move around the scene on their own randomly. And we improved the control of our player in the scene. The enemies are spawned into the game using an enemies script. Our player is now able to look out from a first person point of view. We made a child camera object to see out of our players eyes. We look around with the mouse and move with W,A,S,D AND we can shoot shots. The shots use an idea called pooling. which we learn about too.
C#
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46

procedural-mesh-chunk-optimized

This video has a mistake in the algorithm. The cube objects in the switch case statement of DefineMeshData() should have the ! in front of them to reverse the bool. Currently they do not... When I define the data for a mesh of cubes, cubes that are on the inside really don't need to have their quads (sides) drawn. No one is going to see them. This tutorial shows a way to figure out how to omit them from the resulting mesh faces.
C#
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47

blend-tree-smooth-animation-transitions

I have a walk animation for a cat. I have an idle animation for a cat. I made the animations and the cat in blender. In Unity we use 'Blend Tree' to partially play animation idle, walk - blending them together smoothly so the cat goes from idle to walk and even walk backwards without having to use more than two animations. It's a nice smooth animation transition.
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48

Fade-In-Fade-Out

Unity tutorial on how to fadein fadeout effect using the alpha of a color and Mathf.Lerp to chnage the alpha over time. Omarvision game programming tutorials, unity game engine.
C#
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49

transform-cube-to-race-track

In this tutorial I use blender to make a racetrack for a game. I transform a cube into a racetrack. I use the extrude method over and over again to get a track shape and then connect the faces to loop it shut. I then add a couple of subdivision surface modifiers for smoothness. I don't stop at blender. We take the track into Unity and have a car drive around the track with a camera follow.
C#
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50

voxel-terrain-finally

Ive been working on making it to this tutorial video for quite some time now. How to make a voxel terrain with hills and all. There were many obstacles to overcome, like the fact that a single mesh has a vertex limit of 64K, so that's why we make chunks of voxels. then with chunks of voxels, how do I apply the perlin noise algorithm to make the hills? How do I quickly determine which voxel in a mesh is selected by the user? how do I determine the space beside a voxel to add a voxel for the user? and how do I do thus all reasonably fast? Well, I have come to some satisfaction of answers for all those questions. I will reveal them to you here in this video!! I know there is still more to figure out, like trees and caves and random placement of deposits of coal and minerals in the terrain, but let me enjoy this milestone for now.
C#
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51

read-multiple-gamepads

In Unity 2019.1 how can I read all the inputs from a gamepad controller (like a Xbox 360 controller or Playstation Controller)? After that how can I read the input from multiple gamepad controllers so I can make a two player game? In this Omarvision tutorial video I show you how to read from multiple gamepad controllers at once. It's easy. You can download my InputManager.asset file or make one yourself in the project settings.
C#
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52

new-terrain-system

there is a better version of this video (no choppiness) here: https://youtu.be/pCh0EvvBIoM So the new Unity 2018.3 has some changes. The terrain tools is a little different. You may have to find the editor controls new arrangements. Watch this video to help learn the new terrain tool. Baking... [ETA:...] -- you can temporarily stop it by making by un-checking "static" for the Terrain in the inspector window!!!! you may also want to check this video to see how to stop the Baking ETA thing via project settings: https://youtu.be/RMAXNXFwmXM?list=PLmBprbjofP9hjJgfJkxL0cPlenY11Ujf7 * This tutorial video first goes over me using the "Unity Hub" - looks like its great for choosing the version of unity to open projects up in & for keeping up to date with the latest versions of unity * Then the video goes into painting texture on the terrain. You can paint multiple layers of different textures. * You can raise and lower the terrain. To lower the terrain use [shift] and mouse click * you can add connected terrains to your existing terrain. That's new! * you can stamp the terrain with a brush shape * you can use your own images for terrain brushes. There's a new button "new brush" * Then the video shows how to add "Speed Trees" to the terrain. Speed trees look very good and you can download some for free from the asset store * You can paint the texture of grass on the terrain but even better you can add grass blades, that blow in the wind to the terrain using an image of grass blades you find on the internet. * You can add rocks on other little mesh details by painting them on the terrain too using "Paint Details"
C#
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53

new-terrain-system-2018.3

In the newer version of Unity (Unity 2018.3, Unity 2019) there are some new terrain tools added. The terrain tools got reorganized a little bit so you may need a refresher tutorial video like this one to help get you started. I go over a couple of things here: 1. unity hub 2. terrain paint tool and the combo items within a. paint texture b. raise lower terrain c. smooth height d. neighbor terrain e. stamp terrain f. adding speed trees to your terrain (paint details) g. adding stones and pebbles to your terrain (paint details) 3. and the finally we add a player to the scene that we can walk around the terrain in 1st person view.
C#
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