Total Control: Combining Cinemachine and Timeline In Unity
Cinemachine and Timeline are two powerful tools in Unity that can be used to create dynamic camera movements and control sequences of events. Combining them can lead to even more compelling gameplay experiences. In this article, we will explore how to use Cinemachine...
Tracks On Tracks: Track Types In Unity Timeline
Unity Timeline is a powerful tool that enables developers to create cinematic experiences and cutscenes in their games. It allows users to create and edit tracks, which are containers for individual elements that control different aspects of the scene, such as...
Structurally Sound: Structs and Memory Management
In a previous article we talked about the basics of classes in C# and Unity. However I intentionally left out Structs because you can’t really talk about Structs without talking about Memory Management in Unity. So what are Structs exactly? In a nutshell they’re...
Clockwork Animated: Using Timeline Animations
Unity Timeline is a powerful tool for creating animations in the Unity game engine. It allows game developers to create complex animation sequences that can be triggered by events in the game, such as player input or environmental changes. With Timeline, you can...
First Class Ticket: Classes In Unity
Classes in C# are some of the foundation programming building blocks of object oriented programming. In a nutshell a class is a blueprint of an object that holds variables, methods, properties, etc. This allows you to create custom types that you can use in your game...
Camera Mastermind: Using The Cinemachine Brain In Unity
The Cinemachine Brain is the literal brains of your Cinemachine system. It is responsible for blending multiple virtual cameras and controlling the final output to the scene view. The virtual cameras are created using the Cinemachine Virtual Camera component, and each...
I Want To Stop The World: Coroutines In Unity
Wish you could just freeze time and take a breather, or make something gradually fade away? Now you can with the power of Coroutines. In Unity all methods complete their work within a single frame but that really limits the kinds of things you can do. If you want to...
You Get A Camera, You Get A Camera, Everyone Gets Cameras: Additional Cinemachine Cameras
Virtual Cameras are the building blocks of the entire Cinemachine system. Every camera is at it's very core a Virtual Camera with additional components and tweaks layered on top. There is a number of preset cameras that are designed to quickly get you up and running...
What’s In A Name: Functions Or Methods in Unity
In C# Methods and Functions are exactly the same. In other languages it’s called a function but ultimately they’re one and same. So what is the structure of a method? Let’s take a look. When you create a new Unity script you actually get two methods built-in Start()...
What’s On The Menu: Simple Main Menu Tutorial In Unity
Often the first thing a player sees just after your splash screen is the Main Menu, this is often the first and typical most overlooked part of most games. However it’s also the best part to let your game’s style ooze through and temper your player’s expectations as...