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Exploring Unity Debugging
Β· β˜• 1 min read
Debuggers are a great way to find out what is actually going on in your code. They allow you to pause, inspect and modify the state of your program at any time.

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Writing Our Own Diffuse Lighting Shader
Β· β˜• 4 min read
Lets explore how to build diffuse lighting onto our meshes. This is intended as somewhat of an introduction to some of the magic behind shaders.

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Learning Unity's XR Input System
Β· β˜• 2 min read
There are two ways to handle input in your VR games built with Unity. Right now we have used Unity’s Input system to allow us to create Axis and Buttons which can be retrieved using the normal Input.

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Tracking Rigidbody Velocity in Asteroids VR
Β· β˜• 1 min read
In order to better track and debug in Asteroids VR I’d like to be able to track how fast the player is moving at any point in time.

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Building Asteroids VR - Day 1
Β· β˜• 1 min read
Lets Build Asteroids VR this Weekend! Asteroids VR is a recreation of the classic Asteroids style of game with a twist.

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Turning Circular Pixels Into Diamond Pixels
Β· β˜• 2 min read
In previous videos we’ve built a pixel shader that renders circles instead of the traditional squares. You can rotate the pixels so that the circles can be oriented at any angle to one another.

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Making Our Pixels Round - Circle Pixel Shader - Part 3
Β· β˜• 1 min read
In the past two episodes we’ve created a pixelating shader that divides an image into a lower resolution grid of pixels and a second shader which renders a circle inside of a 1x1 area.

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Learning The .NET Core Command Line
Β· β˜• 2 min read
How do you start a new .NET Core project from the command line? How do you learn how to use the commands and figure out what is available for you?

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Lets Draw A Circle - Circle Pixel Shader - Part 2
Β· β˜• 1 min read
Last time we built a grid of pixels for our circular pixel shader. In this video, part 2, we’re going to be figuring out how to draw a circle.

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Creating a Subchunk Spawner for Asteroids VR
Β· β˜• 2 min read
Lets refactor the destruction system we built in a recent live stream. This lets us destroy β€œAsteroids” (read: cubes) in Asteroids VR by subdividing them until a minimum size is reached.

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Open Source Contributions and Other Projects
Β· β˜• 1 min read
Lets merge some of your contributions to the World of Zero Open Source projects at github.com/worldofzero Special thanks to:

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HDRP Post Processing Volumes in Unity
Β· β˜• 3 min read
With the Scriptable Render Pipeline in Unity 2019 a new post-processing concept has been introduced. This allows you to define Volumes which apply a set of effects across the scene or to a particular portion of the screen.

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Creating a Context Menu in Custom Unity Editors
Β· β˜• 1 min read
I’ve been experimenting with creating custom Inspectors and Editor Windows in Unity lately and one of the features I’ve found is the GenericMenu class.