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Live Coding Handles and Custom Editors in Unity
Β· β˜• 2 min read
There are a few fun ways to make fantastic Editor tools in Unity for your code. Two of those are Handles and GenericMenu.

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Building and Drawing a Graph in Unity using Gizmos
Β· β˜• 2 min read
Unity’s Gizmos can be a really powerful way to debug your objects and relationships. In this video we’re going to be focusing on drawing a graph, a set of nodes and edges with unique characteristics.

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I Built A New Website
Β· β˜• 2 min read
I’ve been trying to replace the old World of Zero website for a while now. A beta of the new version is finally in a working state and I’d love for you all to check it out!

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Modifying Vectors with Matrices
Β· β˜• 2 min read
Matrices are an extremely powerful tool when working with vectors. They’re the magic that makes a lot of the code in our shaders work, but they also work in a lot of handy other places.

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Placing our Health Tracker Component Under Test with Unity Test Runner
Β· β˜• 2 min read
Lets explore this new health tracking component we’ve built by introducing the Unity Test Runner to our project. The Unity Test Runner allows you to add a variety of NUnit tests to your project that allow you to create Edit and Play mode tests.

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Live Coding Event Based GameObject Health in Unity
Β· β˜• 2 min read
Lets make a component that can track a GameObject’s health in Unity and alert other subscribed objects when the health is changed.

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Mouse Following Top-Down Space Ship Controller
Β· β˜• 2 min read
Lets make a top down controller that plays a bit more nicely with the mouse. This will allow us to direct our ship by having it move towards the mouse instead of requiring the controller or keyboard input we have required up to this point.

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Running a Minecraft Server in Docker
Β· β˜• 2 min read
There are a number of ways to setup and run a Minecraft server (or any server for that matter).

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Rigidbody Top-Down Spaceship Controller
Β· β˜• 1 min read
We have a spaceship that can fly around, but we have a problem. It can fly through things. Lets fix that by changing our current transformation modification into physical forces on a rigidbody!

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Using Var - Implicitly Typed Fields - Quick Tip
Β· β˜• 2 min read
C# is a statically typed language meaning you must specify what type your variables are when declaring them. These types are verified by the compiler as you build your project.

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Inline Initializing C# Dictionaries - Quick Tip
Β· β˜• 1 min read
C# allows you to seed data into your dictionary when it’s constructed by using an initializer function that accepts a series of key, value pairs after its constructor that causes those elements to be automatically inserted into your Dictionary’s for you.

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Inline Initializing C# Lists - Quick Tip
Β· β˜• 1 min read
C# includes a method for initializing Lists that means you do not need to repeatedly Add("foo") throughout your code.

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Interpolated Strings in C# - Quick Tip
Β· β˜• 1 min read
C# has the ability to build strings in a number of ways. The simplest is concatenating them, but it’s not always the easiest or best solution depending on what you’re making.

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Top Down Following Spaceship Controller
Β· β˜• 1 min read
Now that we have a spaceship controller that can take a direction input and turn that into movement we can start to play around with it.

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Math in the Unity Inspector - Quick Tip
Β· β˜• 1 min read
Unity has made it a bit easier to compute some values in their editor windows by allowing you to enter math formula’s into the inspector.

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Live Code Reloading with `dotnet watch` - Quick Tip
Β· β˜• 2 min read
One of the greatest tools for development is a really quick turn around between the code you write and seeing the result of that code.

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Rotating Unity Gizmos - Quick Tip
Β· β˜• 2 min read
Gizmos are a really handy way to indicate a whole range of interesting information during development of your project.