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.
There are two ways to handle input in your VR games built with Unity. Right now we have used Unityβs Input system to allow us to create Axis and Buttons which can be retrieved using the normal Input.
Lets Build Asteroids VR! Specifically lets focus on rotation controls and other movement options like a grappling hook (and potentially more with time permitting).
In previous videos weβve 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.
In the past two episodes weβve 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.
In the last video we made our circular pixel shader work. It now draws a grid of different colored circles based on the input from the shaders texture.
Lets refactor the destruction system we built in a recent live stream. This lets us destroy βAsteroidsβ (read: cubes) in Asteroids VR by subdividing them until a minimum size is reached.
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.
Iβve been experimenting with creating custom Inspectors and Editor Windows in Unity lately and one of the features Iβve found is the GenericMenu class.