Generated by All in One SEO v4.9.10, this is an llms.txt file, used by LLMs to index the site. # GIGATANK3000 Tiny Crew. Big Games. ## Sitemaps - [XML Sitemap](https://gigatank3000.com/sitemap.xml): Contains all public & indexable URLs for this website. ## Posts - [Tracks On Tracks: Track Types In Unity Timeline](https://gigatank3000.com/2023/01/27/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 animation, audio, and effects. There are several types of tracks in Unity Timeline, each - [Total Control: Combining Cinemachine and Timeline In Unity](https://gigatank3000.com/2023/01/31/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 and Timeline together in Unity. Cinemachine is a virtual camera system that - [Clockwork Animated: Using Timeline Animations](https://gigatank3000.com/2023/01/14/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 create cutscenes, cinematic sequences, and more. In this article, we’ll explore how - [Switch It Up: Switch Statements In Unity](https://gigatank3000.com/2022/06/23/switch-it-up-switch-statements-7e9f78fd8613/) - In this article we’ll talk about switch statements, a useful tool in your toolbox. So what’s a switch statement and how does it differ from an if/else block? Let’s go to Microsoft Docs (here) on the subject, along with the Unity Scripting API this is very helpful for getting quick (if sometimes dense) explanations on - [Camera Mastermind: Using The Cinemachine Brain In Unity](https://gigatank3000.com/2023/01/10/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 virtual camera has its own settings such as lens settings, field of view, and - [Leave Your Tag: HDRP Decals In Unity](https://gigatank3000.com/2022/10/18/leave-your-tag-hdrp-decals-in-unity/) - Decals also known as stickers are textures that you can project onto other objects in a scene that help add extra details this can be blood splashes, bullet holes, scorch marks, grafitti tags, basically anything you imagination (and art budget) can come up with. This can vastly improve the immersion of your games as they - [Lights, Cameras, Action: Composing A Shot In Unity With Cinemachine](https://gigatank3000.com/2022/10/12/lights-cameras-action-composing-a-shot-in-unity-36356e11485b/) - So you’ve decided to make a cinematic in Unity but haven’t a clue where to start. Wonder no more, Cinemachine (learn more here) to the rescue! As the premiere package for composing shots in Unity for cinematic and gameplay cameras allowing you to make dynamic and engaging cutscenes. Add Cinemachine to your project to follow - [You Get A Camera, You Get A Camera, Everyone Gets Cameras: Additional Cinemachine Cameras](https://gigatank3000.com/2023/01/06/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 without having to create a virtual camera from scratch - [Extendomatic: Adding Storyboards, Camera Shake, Post Process To Cinemachine Virtual Cameras](https://gigatank3000.com/2022/12/24/extendomatic-adding-storyboards-camera-shake-post-process-to-cinemachine-virtual-cameras/) - Part of the benefits of using Cinemachine and it's virtual cameras is the versatility in the extensions that they have. You can create storyboards, add camera shake, and even setup custom post process profiles for your virtual cameras to help organize and convey the game you want to the player. We'll cover all three methods - [What Was That: Creating A Distraction Mechanic](https://gigatank3000.com/2022/12/14/what-was-that-creating-a-distraction-mechanic-f91792b64677/) - As we continue to layer more and more complexity with game mechanics this will invariably lead to submechanics of larger more complex system. One such submechanic would be a distraction system as a part of a larger detection mechanic. We’ll be using a previous example of the waypoint system to better show this in action - [Candid Camera: Creating A Handheld Camera Using Cinemachine Noise](https://gigatank3000.com/2022/12/20/candid-camera-creating-a-handheld-camera-using-cinemachine-noise/) - Static cameras make for boring scenes, unless it's a fixed view like a security camera it is more likely to create dynamic scenes you'll have to add a bit of noise. In this article we'll cover how to make a handheld style camera to add a bit of movement to your existing cameras in Unity - [What’s In A Name: Functions Or Methods in Unity](https://gigatank3000.com/2023/01/04/what-s-in-a-name-functions-or-methods-in-unity-71d9a879695c/) - 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() and Update(). Methods have four components: accessors - [All Mixed Up: Combining LookAt and Body in Cinemachine](https://gigatank3000.com/2022/12/17/all-mixed-up-combining-lookat-and-body-in-cinemachine/) - Cinemachine is a powerful tool that allows developers to easily create and manage dynamic, visually pleasing camera shots in their games and interactive experiences. One of the key features of Cinemachine is its ability to create various types of "bodies" that can be used to control the camera's behavior in the scene. In this article, - [Body Shot: Virtual Camera Body Settings](https://gigatank3000.com/2022/12/12/body-shot-virtual-camera-body-settings/) - In a previous article we talked about the general settings of a Cinemachine Virtual Camera which briefly covered Aim Settings and Body Settings. In layman terms Aim Settings cover the rotation of the virtual camera where Body Settings cover the transform of the virtual camera. Body Settings become useful when you want to move your - [Virtually Cinematic: Unity Cinemachine Basics](https://gigatank3000.com/2022/12/06/virtually-cinematic-unity-cinemachine-basics/) - Setting up camras in Unity is a pain but with the built-in Cinemachine package, you can allay those concerns with a powerful set of cameras and tools that make composing the perfect scene a snap. If you haven't already, start by heading to Window>Package Manager to bring up the Unity Package Manager and search for - [Bounce House: Indirect Multiplier In The Unity Lighting System](https://gigatank3000.com/2022/11/12/bounce-house-indirect-multiplier-in-the-unity-lighting-system/) - As you finish your scenes and finalize lighting you may encounter situations where baking additional objects would actually ruin the mood. However you wish you could just squeeze out a bit more light from your existing light sources. This is (no pun intended) where indirect multipliers shine. Simply put, Indirect Multiplier simply takes the number - [Easy Bake: Light Baking And When To Choose Static Or Dynamic Objects](https://gigatank3000.com/2022/11/07/easy-bake-light-baking-and-when-to-choose-static-or-dynamic-objects/) - In today's article we'll be covering baked lighting, real time lighting, mixed lighting and when you should have objects set as static and dynamic in your scenes. It can be a little daunting at first especially as you experiment with different light sources and begin populating your scenes with lights that may or may not - [Reflect This, Volume That: Value Of Multiple Volumes and Reflection Probes](https://gigatank3000.com/2022/11/02/reflect-this-volume-that-value-of-multiple-volumes-and-reflection-probes/) - When your scenes grow in both scope and size it will be important to learn to utilize multiple post-process and reflection probes. These different probes and volumes will help convey different parts of your game to deliver entirely different experiences in the same spaces. Follow along as we illustrate how to use multiple volumes and - [Shadowed Light: Using Cookies To Enhance Your Light Sources](https://gigatank3000.com/2022/11/01/shadowed-light-using-cookies-to-enhance-your-light-sources/) - As your experience controlling the many light sources in Unity grows it will become pretty clear that their ability to cast particular kinds of shadows comes with some serious limitations. This is especially true if you want to maintain performance or have more unique shadow casting such as ripples of water or mesh grid shadows. - [Bring Down The Lights: Controlling Your Lights With Light Layers](https://gigatank3000.com/2022/10/28/bring-down-the-lights-controlling-your-lights-with-light-layers/) - The ability to control the direct lighting on your volumetric surfaces (such as fog) is one of the defining features of the HDR pipeline. In this article we'll show you how to take a simple spotlight and with some light layering, let you highlight your fog without cast a direct light it to enhance your - [Cool Solutions for Foggy Conditions: Fixing Your HDRP Fog Problems](https://gigatank3000.com/2022/10/24/cool-solutions-for-foggy-conditions-fixing-your-hdrp-fog-problems/) - Fog looking splotchy? Volumetric fog lights haunted with ghosting? Look no further we'll cover some of the basic solutions to help improve the quality of your fog and have it looking it's best in no time. The first solution to most fog problems really originates in the HDRP Default Settings, this should be your first - [Blowing Smoke: Environmental Fog With HDRP In Unity](https://gigatank3000.com/2022/10/26/blowing-smoke-environmental-fog-with-hdrp-in-unity/) - Environmental Fog is one of those cool effects that almost every game that can use it almost always does. It almost feels like instant immersion in a can but how do you get those spooky vibes in your own game. Well read below and we'll go over how you setup environmental fog in HDRP. Let's - [Will It Blend: Mixing Textures Using Layered Lit Shader In Unity](https://gigatank3000.com/2022/10/23/will-it-blend-mixing-textures-using-layered-lit-shader-in-unity/) - Just when you thought Materials couldn't do enough the HDR pipeline aims to please with ability to blend two (or more!) textures together to create unique and interesting combinations. Doing this is easier than you think. If you're just joining you can follow along by downloading the two samples of textures by HellGate and Bart - [Slice And Dice: Tessellation in Unity HDRP](https://gigatank3000.com/2022/10/15/slice-and-dice-tessellation-in-unity-hdrp/) - Ever wanted to add a ton of detail to a texture or model in a few easy steps? Tessellation in the HDR pipeline is right up your alley then. Tessellation is simply cutting a model into small pieces that fit together in a grid without gaps. We'll be continuing this from our previous article (here) - [Raised Surfaces: Height Map And Pixel Displacement With Unity HDRP](https://gigatank3000.com/2022/10/09/raised-surfaces-height-map-and-pixel-displacement-with-unity-hdrp/) - Leveraging the High Defintion Render Pipeline to make your game stand out is easier to do than you realize. In this tutorial we'll work on giving your flat textures in the HDR Pipeline more depth and make them pop out using height map and pixel displacement features. Start by selecting a texture with an interesting - [Pipeline Punchout: Universal Render Pipeline Or High Definition Render Pipeline](https://gigatank3000.com/2022/10/04/pipeline-punchout-universal-render-pipeline-or-high-definition-render-pipeline/) - When starting a Unity project you are often presented which a few choices on where to begin: Core (or Standard Pipeline which is being deprecated), High Definition Render Pipeline(HDRP) and Universal Render Pipeline (URP) but which do you pick? We're gonna separate them out you can finally decide. HDRP and URP are two different rendering - [Nothing But The Essentials: Simple Scene Optimization With Occlusion Culling](https://gigatank3000.com/2022/09/23/nothing-but-the-essentials-simple-scene-optimization-with-occlusion-culling/) - As your games grow and they become larger and larger with more graphical fidelity it becomes increasingly important to utilize optimization techniques to better utilize the player's hardware. Even though hardware is vastly outpacing the the rate of fidelity that most games produce, it is still important to try to reach the widest number of - [Hot Swap: Setting Up Post-Process Profiles For The Post-Process Stack](https://gigatank3000.com/2022/09/21/hot-swap-setting-up-post-process-profiles-for-the-post-process-stack/) - In an earlier article we demonstrated the power of the Post-Process Stack using emissive textures, the real versatility of the post-process stack comes with the ability to swap profiles based on the needs of the scene. These profiles allow you to save overrides to create distinct and varied effects such as bloom, vignettes, and other - [Glow Up: Adding Emissives To Custom Textures](https://gigatank3000.com/2022/09/18/glow-up-adding-emissives-to-custom-textures/) - Once you master the ability to modify pre-built textures the next natural step is learn how to add illumination or emissives to your custom textures to help denote objects that light up and represent sources of lumination. In Unity there is a difference in illumination between static and dynamic objects, static objects will actually act - [Cutting From Whole Cloth: Editing Pre-Built Texture Maps](https://gigatank3000.com/2022/09/12/cutting-from-whole-cloth-editing-pre-built-texture-maps/) - As you build and design levels it may become increasingly important to change and edit the tone and feel of your levels. One easy way to do this is to simply edit the existing textures of your models that you create or import into your project. These simple edits will help you deliver the experience - [How Many Lights Are There: The Four Types Of Lights In Unity](https://gigatank3000.com/2022/09/03/how-many-lights-are-there-the-four-types-of-lights-in-unity/) - As you explore the Unity lighting system you will discover and utilize four basic types of lights to illuminate your scenes. The types are Directional, Point, Area, and Spotlight. In this article we'll cover them and their use cases to help make your scenes look at good as possible. Directional Directional lights are lights that - [Let There Be Light Probes: Using Light Probes In Unity](https://gigatank3000.com/2022/09/05/let-there-be-light-probes-using-light-probes-in-unity-63a2a0897fab/) - As you begin to utilize lighting in your games and create more complex scenes with intricate lighting setups, you’ll search for greater and greater ways to optimize and more importantly polish your setups. To save on performance it is often critical to bake lighting, this essentially creates a light map of static objects in your - [Make It Dazzle: Setting Up Universal Render Pipeline In Unity](https://gigatank3000.com/2022/08/31/make-it-dazzle-setting-up-universal-render-pipeline-in-unity/) - The Universal Render Pipeline is visually stunning and high performance improvement to Unity Standard Builtin pipeline, it gives the widest reach of compatibility, ease of use tools., and fidelity without compromising stability. We'll go through a step by step guide on setting up and enabling URP in your projects. You'll want to start by having - [Light Up The World: 3D Environments and Lighting ](https://gigatank3000.com/2022/08/27/light-up-the-world-3d-environments-and-lighting-f1faca77c287/) - Moving from 2D environments to 3D environments requires an entire new dimension of planning that a simple flat surface never really exposes you to. Aside from the depth of objects in a 3rd dimension is the richness of lighting and shadows. So what is 3D exactly? This is three-dimensional geometry, using Materials and Textures rendered - [Structurally Sound: Structs and Memory Management](https://gigatank3000.com/2023/01/18/structurally-sound-structs-and-memory-management-6cd37ca59bea/) - 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 basically a class but without the ability to use inheritance. This - [First Class Ticket: Classes In Unity](https://gigatank3000.com/2023/01/12/first-class-ticket-classes-in-unity-4164effeb536/) - 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 to modularize your code. So what does a class - [I Want To Stop The World: Coroutines In Unity](https://gigatank3000.com/2023/01/08/i-want-to-stop-the-world-coroutines-in-unity-351ba31b1a2b/) - 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 make something turn gradually invisible - [What’s On The Menu: Simple Main Menu Tutorial In Unity](https://gigatank3000.com/2022/12/31/what-s-on-the-menu-setting-up-a-main-menu-in-unity-1040872bd4c4/) - 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 to what it’s in store. Some games - [The One And Only: Singletons In Unity](https://gigatank3000.com/2022/12/28/the-one-and-only-singletons-in-unity-29fcaa1db093/) - Much like the Highlander as with Singletons there can only be one. So controversial are singletons that they’re often considered an anti-pattern by some software developers. So what is a Singleton really? They are defined simply as “ensures only one instance of a class is instantiated for the life of the application.” what this really - [Who’s The Manager: Managing Manager Classes](https://gigatank3000.com/2022/12/22/who-s-the-manager-managing-manager-classes-55f26f826262/) - Managing projects beyond a single scene become infinitely more complex and quickly require you to consolidate your code into Manager classes. These classes help centralize your code and help enforce DRY (Don’t Repeat Yourself) as well as simplify the number of scripts you have running around. Often you’ll want to call Manager classes from around - [Waypoint Madness: Crafting A Reusable Modular Patrol System](https://gigatank3000.com/2022/12/09/waypoint-madness-creating-a-modular-waypoint-system-f46ba77e1e0e/) - As you code more and more advanced AI you will need to create greater and greater types of complex movement. Simply following the player around isn’t enough to create compelling gameplay. For example when layered on other complex systems like the motion detection system we worked on previously or other behavior such as patrolling logic - [Dancing Bones: Unity’s Animation System](https://gigatank3000.com/2022/11/27/dancing-bones-unity-s-animation-system-6a1e6fab68a3/) - Time to get those bones moving and grooving using Unity’s animation system. In this article we’ll take the player character we’ve been building over the last few articles and get them animated. Start by opening up your project (or starting a new one) and set up your scene like so. I’ll be using my previous - [Hide and Seek: Utilizing Unity Navmesh To Drive Your AI](https://gigatank3000.com/2022/11/19/hide-and-seek-unity-navmesh-for-ai-c297661f4ea7/) - Part of the benefit of using Unity is the robust built-in tools that come with the editor. One of these wonderful tools is the Unity Navmesh system, allowing you to quickly prototype and even implement production-ready AI movement into your games. In this article we’ll briefly set up a simple Navmesh AI system allowing the - [Move It: Easy Point And Click Movement In Unity](https://gigatank3000.com/2022/11/10/move-it-point-and-click-movement-in-unity-9e4c54170447/) - Point and click movement is one of the most elemental types of player input in a game. In this tutorial we’ll cover setting up and coding a simple point and click mechanic to get your players exploring the world. Let’s start by opening a new (or existing) project in Unity. Put a down a simple - [Now You See Me: Creating A Detection Mechanic](https://gigatank3000.com/2022/12/01/now-you-see-me-creating-a-detection-mechanic-ae924cc23ba7/) - Giving enemies the ability to detect and react to your player is a fundamental mechanic that act as the bedrock of enemy AI. This can be as simple as target acquisition to chase or shoot at your player or creating more complex mechanics such as a stealth or cover system. We’ll create a really rudimentary - [Stay Synced: Getting Audio And Animation Working In Sync With Timeline](https://gigatank3000.com/2022/11/04/stay-synced-getting-audio-and-animation-working-in-sync-with-timeline-2caa5b6a8fba/) - Now it’s time to get your audio moving in sync with your animations. While the martial arts movies from the old days are much beloved for their janky lip syncing and audio timing issues. Most people much prefer if animations line up the sounds coming through your speaker. Nothing will infuriate your player faster than - [Pulling The Strings: Animating GameObjects Using Timeline](https://gigatank3000.com/2022/10/30/pulling-strings-animating-gameobjects-using-timeline-e741c1267370/) - The flexibility of Timeline allow creators to animate game objects mid-Timeline using the keyframes directly in Timeline to make objects move similar to Unity Animator system (check that out here) but it is rather limited in what you can realistically do. For more complex animations it is far more feasible to import complex animations into - [Zoom Zoom: How To Use Cinemachine Dolly Tracks In Unity](https://gigatank3000.com/2022/10/21/zoom-zoom-using-a-dolly-track-in-unity-e0d1b8b83266/) - Creating dynamic and thrilling cinematic shots will require more advanced techniques using the Cinemachine toolkit. One of those tools is the Dolly Track this is series of waypoints that you can tie your virtual camera to create an animated camera or adhere it to a fixed path. Start by clicking on the Cinemachine tab up - [Measure Twice, Cut Once: How To Use Pre-visualization Elements For Your Game](https://gigatank3000.com/2022/10/06/measure-twice-cut-once-using-pre-visualization-elements-in-unity-5f5eae918b43/) - As you make more and more complex games, operate in teams, or just put your ideas on to paper it becomes increasingly important to plan out games that extend out past a single level. One of the most important tools in your planning toolbox is often referred to pre-visualization or commonly known as story-boarding. These - [I’ll Stop The World And Sync With You: Unity Timeline](https://gigatank3000.com/2022/10/01/i-ll-stop-the-world-and-sync-with-you-unity-timeline-7dd5dd5a8dbd/) - Part of the power of Unity comes from the myriad of packages that allow for unparalleled customization of your games such as Unity Timeline. With Timeline allows you to choreograph anything in your scenes using a simple visual editor. Pan cameras, create cinematic events, queue up explosions or particle effects, and sync up audio effects/sounds. - [Reflect That: Reflection Probes, Screen Space Reflections, And When To Use What](https://gigatank3000.com/2022/09/27/reflect-that-reflection-probes-screen-space-reflections-and-when-to-use-what-9f1f9937941c/) - As you work with Unity robust lighting system you will eventually encounter the desire to begin creating reflective surfaces from rain slicked streets to mirrors and pools of water to allow your gorgeous landscapes and intricate characters to be seen in their full glory. Additionally it’s a easy and effective way to increase immersion in - [Array Mania: How To Use Arrays In Unity](https://gigatank3000.com/2022/09/24/array-mania-arrays-in-unity-9c9c5dc9d8b7/) - As you begin to work on your Unity journey you will begin to amass a large group of similar variables such as ints, strings, floats, bools, Game Objects, and other types of variables. In order to help make your code more readable you can collect them in data containers called arrays. Let’s look at how - [Sky's The Limit: Setting Up Skyboxes In Unity](https://gigatank3000.com/2022/09/09/skybound-skyboxes-in-unity-c30a12ac5d9e/) - Boundless blue skies, smoldering apocalyptic horizons, the vast reaches of space, or a iridescent night sky. All these are possible with the help of Skyboxes. At it’s core a skybox is just a sphere of textures that wrap around the game world or in Unity’s case a basic 6 sided set of textures. There are - [First You See It, Now You Can’t: Creating A Transparency Effect in Unity](https://gigatank3000.com/2022/09/15/first-you-see-it-now-you-can-t-creating-a-transparency-effect-5133b2c36b18/) - Fading away, looking through glass, or creating transparent effects like forcefields in Unity is a pretty straight forward process with more than one method. In this tutorial we’ll cover the most straight forward way, changing the properties of a material. Start by opening or creating a new project. I’ll take an existing scene with a - [Permanent Fixture: Static Types In Unity](https://gigatank3000.com/2022/08/23/permanent-fixture-static-types-9bc7e5bcb99b/) - So you want to keep something around forever (or at least for the life of your game?) well Unity has you covered with Static Types! So what are they exactly? Many things can be static (classes, methods, variables) and when you have one there can only be one like the Highlander. That doesn’t mean that - [Mind Enuming: How To Use Enums in Unity](https://gigatank3000.com/2022/08/09/mind-enuming-enums-in-unity-ab5dc1b4528c/) - Mind Enuming: Enums in Unity Have you ever wished you could just use some standard language to represent your values? Well now you can with Enums. In C# these are primitive data types using regular language to represent a constant. They’re basically ints with added checks. So how do you use one, well it’s initialized the - [Look That Up Real Quick: Dictionaries In Unity](https://gigatank3000.com/2022/08/05/look-that-up-real-quick-dictionaries-in-unity-3aa6c422b2fe/) - More complex games usually means more complex methods of organization. Dictionaries help you make sense of the chaos by mapping a key (like a string) to a value pair (for example an int) and then giving you a fast way to look it up. Like in example above use an Item to create a dictionary - [Checking It Twice: Using Lists In Unity](https://gigatank3000.com/2022/08/11/making-a-list-checking-it-twice-lists-in-unity-b6533826197f/) - Much like arrays, Lists are used to group collections of variables and objects. Unlike arrays which are static once created and can only be changed by creating a new array and copying over the values. By contrast lists allow you to dynamically add and remove values on the fly. This of course makes lists the - [It’s An Abstract Kind Of Interface: Abstract Classes and Interfaces](https://gigatank3000.com/2022/08/03/it-s-an-abstract-kind-of-interface-abstract-classes-and-interfaces/) - It’s An Abstract Kind Of Interface: Abstract Classes and Interfaces Taking advantage of C#’s more advanced features will begin to make more sense from a organizational perspective as you begin looking to make classes more compact and efficient, extracting more and more functionality from multiple classes without creating interlocking dependencies. Some of the tools can - [Get It, Set It, Don't Forget It: Properties In Unity](https://gigatank3000.com/2022/08/18/get-it-set-it-forget-it-properties-in-unity-87e20aabd8cb/) - Encapsulation is one of the most pivotal aspects of coding. In a nutshell it is the ability for classes to keep parts or all of themselves private unchanged from the outside. However sometimes these private variables must be changed from the outside but otherwise hidden away. This is where Properties step in. These are super - [What’s In A Name?: Namespaces In Unity](https://gigatank3000.com/2022/08/15/what-s-in-a-name-namespaces-in-unity-b3e3e70be1b9/) - Namespaces are collections of libraries of code that allow extra functionality in your project. Unity comes with three default System.Collections and System.Collections.Generic and then UnityEngine. There are variety of different namespaces provided by Unity such as UnityEngine.SceneManagement which (naturally) controls management of scenes. Another helpful and common namespace is UnityEngine.UI which controls UI and Canvas - [Multitasking Madness: Using Coroutines in Unity Constructively](https://gigatank3000.com/2022/06/11/multitasking-madness-coroutines-in-unity-4e38b9c76bfb/) - When using Unity it’s very tempting to do everything at once inside the Update() loop but trying to do too much at once creates a traffic jam as tasks can only be completed one at a time. This is where Coroutines shine, at their core they allow you to effectively multitask any number given tasks - [Laying It All Out: A More Productive Unity Layout and Helpful Tools](https://gigatank3000.com/2022/05/27/laying-it-all-out-a-more-productive-unity-layout-and-helpful-tools-fa876ec58a12/) - The extensibility and customization of the editor is one of the major highlights of using Unity. This is your Unity layout, there are many like it but this one is yours. It works but it can be better. Every window and tab in the editor can be moved and resized to your heart’s content. In - [Juice It Good: Adding Camera Shake To Your Game](https://gigatank3000.com/2022/06/22/juice-it-adding-camera-shake-to-your-game-e63e1a16f0a6/) - Juice or “game feel” is the intangible but tactile feedback associated when playing games. Enemies exploding in a shower of particles, screen shudder, and other small but satisfying forms of feedback can help create a more polished and engaging game, separating what a boring otherwise static game into something addictive. This article will cover specifically - [Tapping Out: Exit Button To Escape Your Game](https://gigatank3000.com/2022/07/12/tapping-out-exit-button-to-escape-17f14f8a13c7/) - You can use the escape button to code a variety of logic such as pause menus, exiting full screen mode, or to cancel out an menu or selection. In this tutorial we’ll be covering using the escape button to close our application if not in full screen or out of full screen if full screened. - [Final Destination: Publishing Your Game On the Web](https://gigatank3000.com/2022/07/08/final-destination-publishing-your-game-on-the-web-1ac1f6bcb957/) - You’ve finally reached the end of the line, it’s time to rake in your critical acclaim and riches but first you’ve got to publish your game. Publishing a game takes many different routes, you can go through a physical publisher, digital content platform, or more and more commonly uploading it directly to the web. Since - [Build It Better: Building And Testing Your Game](https://gigatank3000.com/2022/07/07/build-it-better-building-and-testing-your-game-83be8707a3c8/) - You’ve done it. You finished your game or at least you finished as much as you’re going to right now. So now what? We’ll cover building and testing your game in Unity. This a relatively straight forward process so let’s get to it. Open up your finished project and head over to File >Build Settings - [Sound Check: Putting Sounds In Your Game](https://gigatank3000.com/2022/07/05/sound-check-putting-sounds-in-your-game-824562941f03/) - Let’s break the sound barrier in your game by implementing some audio into your game. In this tutorial we’ll cover implementing a basic sound effect, triggering it, and then we’ll cover the basics of the Audio system in Unity so that you can expand this into a whole cacophony of sound. Start by opening a - [Never Skip A Beat: Immersion Using Sound](https://gigatank3000.com/2022/07/04/never-skip-a-beat-immersion-using-sound-f60b2563cfe8/) - When we think of video games we often think of the visual, interactive, and plot elements but the sound design is one of the most vital aspects of your game. An immersive soundscape can take even the most lackluster game and elevate it a whole other level. It can also lay low a great game - [Spit Polish: Get AAA Shine With Post Processing](https://gigatank3000.com/2022/07/02/spit-polish-bring-that-aaa-shine-with-post-processing-7192bfd7b646/) - You created your magnum opus but it still looks like you’ve pulled it out of a dumpster just slap a little instant talent with post processing and get it looking as good as you think it is. In our previous article we covered setting up Post Process you can look back (here) to - [Razzle Dazzle Your Players: Creating Common Post-Process Effects](https://gigatank3000.com/2022/06/30/razzle-dazzle-post-process-in-unity-1160095ec196/) - Post Processing in Unity is the ability to use screen effects such as Bloom, Ambient Occlusion, and Motion Blur as well as other effects (you can learn about here) to jazz up your game’s visual flair. In this tutorial we’ll learn about how to implement Post Process into your game to get you started. Start - [Popping Off: Making Enemies Explode In 2D With Unity](https://gigatank3000.com/2022/06/30/popping-off-making-enemies-go-kaboom-28fddc677408/) - You’ve got your game, enemies are coming at you fast and furious. You’re blasting them to pieces but what’s that? No explosion? No feedback? No good! In this tutorial we’ll cover triggering enemy explosions in the context of a 2D game, this should also be valid for a 3D game but with a bit more - [Ease Your Load: Level Loading Made Easy In Unity](https://gigatank3000.com/2022/06/29/ease-your-load-level-loading-made-easy-f40ad8d70ec5/) - In this tutorial we’ll be covering a simple level loading system. Once you’ve reached a certain level of complexity in your game making abilities you’ll want to expand past single stage games into multiple levels. By the end of this you’ll not only to be able to switch scenes but do so in a way - [Game Over, Man: Creating A Game Over Screen In Unity](https://gigatank3000.com/2022/06/27/game-over-man-creating-a-game-over-screen-in-unity-90e1be71cd85/) - It’s happened, your player kicks the bucket. Eventually it happens but fear not we can make an awesome game over screen so they can get back to the fight in your game. In this article we’ll cover making a dead simple game over screen using Unity’s UI system. First start by opening up or start - [Window Dressing: Building UIElements In Unity](https://gigatank3000.com/2022/06/24/window-dressing-building-uielements-in-unity-6badfc919c3/) - User Interface is arguably the most important aspect of your game as it is the first and last thing they interact with when they play your game. Learn how easy it is to craft functional and aesthetically pleasing UI Elements. In this article we’ll go over how to craft a simple score text. Start by - [Interchangeable Parts: Creating A Modular Power-Up System](https://gigatank3000.com/2022/06/21/interchangeable-parts-creating-a-modular-power-up-system-df3b4ec91713/) - In this article we’ll explore making a modular power-up system for your game. This way you can have a single script acting as a container for every power up you make instead of making a ton of different and unique ones. Start by opening up Unity or creating a new project. First we’ll start by - [Power-Up Time: How Long Should Power-Ups Last](https://gigatank3000.com/2022/06/20/power-up-time-how-long-should-power-ups-last-e96df34f7d4f/) - In this article we’ll talk about determining how long power ups should last when making your game. When you work on your game it won’t be long before you start tweaking your power ups, pick ups, or other collectibles and some of the most basic game design techniques involve just determining how long something - [Move It Like You Mean It: Animating Sprites In Unity](https://gigatank3000.com/2022/06/18/move-it-like-you-mean-it-animating-sprites-b43ebedeabb/) - In this article we’ll briefly go over animating a simple sprite in Unity. This already assumes you have a project set up and ready to go (if not go here to do that) as well as a sprite. If not you can grab the one I’m using (here just grab one of the PNGs) to - [Building Blocks: Creating Prototypes Without Assets](https://gigatank3000.com/2022/06/16/building-blocks-prototyping-without-assets-1999496024f2/) - When starting a project you’re often brimming with excitement and ideas. This sort of enthusiasm is great, nobody really sets out to make a terrible game much less a bad looking one. However not keeping your excitement in check can lead to wasted money, time, and more importantly assets! You can avoid a lot of - [Chisel to Stone: Prototype Project to Timeless Work of Art](https://gigatank3000.com/2022/06/15/chisel-to-stone-prototype-to-work-of-art-f7664833fca5/) - So you’ve ironed out your prototype, you have your core systems, and now you’re ready to finally decide on the final look of your game. Time to ditch that fugly programmer art. This is a critical stage as it will be what defines your game stylistically so it’s worth taking your time. This article will - [Cleanup Your Clutter: Spawning In Unity Without The Mess](https://gigatank3000.com/2022/06/14/cleanup-your-clutter-spawning-in-unity-without-the-mess-9b9a77739a8b/) - We’ve all been there, you’re in the middle of playtesting a project coming up with million dollar features. All you need to do is just debug and you’re all set to count your fortune except your Hierarchy is overflowing with gameobjects! Now you can combat the overflowing menace of instantiating objects with a little know-how - [Ground Control to GetComponent: Script Communication in Unity](https://gigatank3000.com/2022/06/10/ground-control-to-getcomponent-script-communication-in-unity-using-getcomponent-f70dbef35edf/) - When programming in Unity it becomes increasing important to have inter-script communication so that different aspects of your project can inform and interact with one another. A simple way to do that is by accessing GetComponent() of a GameObject to access different aspects of it. For example when a player attacks an enemy with a - [Two Colliders Enter One Collider Leaves: OnCollisionEnter vs OnTriggerEnter](https://gigatank3000.com/2022/06/08/two-colliders-enter-one-collider-leaves-oncollisionenter-vs-ontriggerenter-455453877d71/) - As you build games and simulations in Unity you’ll encounter situations where you have to decide between using collisions and triggers to control game logic. Something as simple as opening an automatic door, pressing a button in VR, or know when a player has reached a important panel can be done with either OnCollisionEnter() or - [Let’s Get Physical: Unity Physics in a Nutshell](https://gigatank3000.com/2022/06/06/let-s-get-physical-unity-physics-in-a-nutshell-803e1fdac929/) - One of the most interesting aspects of Unity is it’s robust physics system that sits under the hood which allows developers to create some of the most compelling and interesting simulations in engine. This article will cover the basic aspects of the physics system giving you a quick introduction. Hit Me: Colliders The basic building - [Chill Out: A Simple Cooldown System in Unity](https://gigatank3000.com/2022/06/04/chill-out-a-simple-cooldown-system-in-unity-147d8f2efe48/) - Card Battlers to FPSes, there isn’t a genre on the market that doesn’t have a game with some sort of cooldown system tucked away in one of it’s mechanics. For some games it’s an entire feature but for others it’s used for simple bookkeeping such as determining when enemies spawn. The possibilities of using - [Easy Come, Easy Go: Instantiating and Destroying in in Unity](https://gigatank3000.com/2022/06/02/easy-come-easy-go-instantiating-and-destroying-in-unity-c374718097cf/) - Over the course of your Unity career you’ll be creating destroying and creating (known as Instantiating) tons of objects. This tutorial will show you how to do this with a simple example of spawning spheres both on command and automatically as well as destroying them. So let’s get into it. First things first, start a - [Pseudo-what?: How Writing Pseudo-code Makes You a Better Programmer](https://gigatank3000.com/2022/06/01/pseudo-what-how-writing-pseudocode-makes-you-a-better-programmer-4f88e559ae8d/) - When learning programming it is important to remember that ultimately the programmer not the compiler is responsible for making heads or tails of the code that they’re writing. The compiler will run any sort of code good or bad as long as it’s syntactically correct. This leads to one of the many pitfalls that plague - [Brick by Brick: Variables in Unity](https://gigatank3000.com/2022/05/31/brick-by-brick-variables-in-unity-8555b96fad/) - Variables the foundation of every game that you play, from the speed of blocks dropping in the puzzle game Tetris or the health of your character in a role-playing game. Variables are essentially containers for data that allow you to store data and use it seamlessly. Variables make it easy to identify what you’re looking - [Put It In Gear: Basic Unity 2D Movement System](https://gigatank3000.com/2022/05/30/put-it-in-gear-basic-unity-2d-movement-system-609ed5492566/) - Movement is one of the core fundamentals of any good game. Whether it’s navigating the world on foot, piloting a spaceship, or moving enemies around your game it’s what gives games their interactive dynamism that makes them so much fun even when the player doesn’t move all. In this tutorial I’ll show you the fundamental - [Version Control and You: Setting up Git for Unity](https://gigatank3000.com/2022/05/25/version-control-and-you-setting-up-git-for-unity-d25e4e74a02d/) - Version Control, in the simplest possible terms, is the act of creating a back up of your work. The most basic act of this simply taking your project folder and manually copying it in another location. However there is a better way and that way is Git. What is Git? We’ll git to that now. - [Level 0: No Dev to Game Dev](https://gigatank3000.com/2022/05/23/level-0-no-dev-to-game-dev-978e2a07b9b/) - Level 0: No Dev to Game Dev In this post I'll be taking this opportunity to introduce myself and my motivations for being game developer, this passion has been something that's been percolating under the surface for a long time. My background, my academic experience never really lead me to think it was a viable career - [So You Want To Make Games: Quick start with Unity](https://gigatank3000.com/2022/05/26/so-you-want-to-make-games-installing-unity-and-getting-started-fff4c1a59b87/) - Unity 3D is by far the most popular game engine in the market today between copious community support, ease of use of C#, huge library of free, and paid assets on the Unity Asset Store you’d be hard pressed to find a bigger more developed ecosystem. This article will cover getting Unity 3D, setting it ## Pages - [Welcome To GigaTank3000](https://gigatank3000.com/) - Tiny Crew. Big Games. - [Wyvia](https://gigatank3000.com/published-games/wyvia/) - [et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}” min_height=”323.9px” custom_padding=”||0px|||”][et_pb_column type=”4_4″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Wyvia-Header-Image.jpg” title_text=”Wyvia Header Image” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][et_pb_text _builder_version=”4.27.6″ _module_preset=”default” text_font=”|700|||||||” text_font_size=”32px” text_line_height=”1.8em” hover_enabled=”0″ global_colors_info=”{}” min_height=”62.2px” sticky_enabled=”0″] BUY THE FULL GAME [/et_pb_text][/et_pb_column][/et_pb_row][et_pb_row column_structure=”1_3,1_3,1_3″ _builder_version=”4.27.4″ _module_preset=”default” width=”100%” custom_margin=”29px||||false|false” custom_padding=”1px|||||” global_colors_info=”{}”][et_pb_column type=”1_3″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_button button_url=”https://store.steampowered.com/app/1579660/Wyvia/” button_text=”STEAM” button_alignment=”right” button_alignment_tablet=”center” button_alignment_phone=”center” button_alignment_last_edited=”on|tablet” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][/et_pb_column][et_pb_column - [Dungeon Divers](https://gigatank3000.com/published-games/dungeon-divers/) - [et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Dungeon-Divers-Header-Image.jpg” title_text=”Dungeon Divers Header Image” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][/et_pb_column][/et_pb_row][et_pb_row _builder_version=”4.18.0″ _module_preset=”default” custom_padding=”8px|0px|4px|1px||” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.27.6″ _module_preset=”default” text_font=”|700|||||||” text_font_size=”32px” text_line_height=”1.8em” custom_padding=”0px|||||” hover_enabled=”0″ global_colors_info=”{}” custom_margin=”||1px|||” sticky_enabled=”0″] AVAILABLE NOW [/et_pb_text][et_pb_button button_url=”https://store.steampowered.com/app/1844790/Dungeon_Divers/” button_text=”STEAM” button_alignment=”center” button_alignment_tablet=”center” button_alignment_phone=”center” button_alignment_last_edited=”on|tablet” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][et_pb_video src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Dungeon-Divers-Trailer-New.mp4″ _builder_version=”4.27.4″ _module_preset=”default” position_origin_a=”bottom_center” vertical_offset=”0px” - [Mysterious Mystery EP1: The Duo Dilemma](https://gigatank3000.com/published-games/mysterious-mystery-ep1-the-duo-dilemma/) - [et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Mysterious-Mystery-Header-Image.jpg” title_text=”Mysterious Mystery Header Image” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][/et_pb_column][/et_pb_row][et_pb_row _builder_version=”4.18.0″ _module_preset=”default” custom_padding=”8px|0px|4px|1px||” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.27.6″ _module_preset=”default” text_font=”|700|||||||” text_font_size=”32px” text_line_height=”1.8em” hover_enabled=”0″ global_colors_info=”{}” custom_margin=”||-1px|||” sticky_enabled=”0″] BUY THE FULL GAME [/et_pb_text][et_pb_button button_url=”https://store.steampowered.com/app/2595140/Mysterious_Mystery_EP_1_The_Duo_Dilemma/” button_text=”STEAM” button_alignment=”center” button_alignment_tablet=”center” button_alignment_phone=”center” button_alignment_last_edited=”on|tablet” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][et_pb_video src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Mysterious-Mystery-Episode-1-Launch-Trailer.mp4″ _builder_version=”4.27.4″ _module_preset=”default” position_origin_a=”bottom_center” - [Ghost Sector](https://gigatank3000.com/published-games/ghost-sector/) - [et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Ghost-Sector-Header-Image.jpg” title_text=”Ghost Sector Header Image” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][et_pb_text _builder_version=”4.27.6″ _module_preset=”default” text_font=”|700|||||||” text_font_size=”32px” text_line_height=”1.8em” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ custom_margin=”||1px|||”] WISHLIST NOW [/et_pb_text][et_pb_button button_url=”https://store.steampowered.com/app/3504310/Ghost_Sector/” button_text=”STEAM” button_alignment=”center” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][et_pb_video src=”https://www.youtube.com/watch?v=Q0QXFl0NS8s” _builder_version=”4.27.4″ _module_preset=”default” position_origin_a=”bottom_center” vertical_offset=”0px” horizontal_offset=”-50px” horizontal_offset_tablet=”-25px” horizontal_offset_phone=”-25px” horizontal_offset_last_edited=”on|desktop” width=”100%” custom_margin=”20px|||47px|false|false” global_colors_info=”{}”][/et_pb_video][et_pb_gallery gallery_ids=”5683,5684,5685,5686,5687,5688″ gallery_orderby=”rand” posts_number=”6″ _builder_version=”4.27.4″ _module_preset=”default” - [Legends of Dragaea: Idle Dungeons](https://gigatank3000.com/published-games/legends-of-dragaea-idle-dungeons/) - [et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Dragaea-Header-Image-1.jpg” title_text=”Dragaea Header Image” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][et_pb_text _builder_version=”4.27.6″ _module_preset=”default” text_font=”|700|||||||” text_font_size=”32px” text_line_height=”1.8em” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ custom_margin=”||1px|||”] BUY ON STEAM NOW [/et_pb_text][et_pb_button button_url=”https://store.steampowered.com/app/2712380/Legends_of_Dragaea_Idle_Dungeons/” button_text=”STEAM” button_alignment=”center” button_alignment_tablet=”center” button_alignment_phone=”center” button_alignment_last_edited=”on|tablet” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][/et_pb_column][/et_pb_row][et_pb_row _builder_version=”4.18.0″ _module_preset=”default” custom_padding=”8px|0px|4px|1px||” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_video src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Legends-of-Dragaea-Trailer.mp4″ _builder_version=”4.27.4″ _module_preset=”default” position_origin_a=”bottom_center” vertical_offset=”0px” - [Granvir](https://gigatank3000.com/published-games/granvir/) - [et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}” min_height=”363px”][et_pb_column type=”4_4″ _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Granvir-Header-Image.jpg” title_text=”Granvir Header Image” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][/et_pb_column][/et_pb_row][et_pb_row _builder_version=”4.18.0″ _module_preset=”default” custom_padding=”8px|0px|4px|1px||” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.27.6″ _module_preset=”default” text_font=”|700|||||||” text_font_size=”32px” text_line_height=”1.8em” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ min_height=”44.6px” custom_margin=”||-1px|||”] BUY THE FULL GAME [/et_pb_text][et_pb_button button_url=”https://store.steampowered.com/app/2743460/Granvir/” button_text=”STEAM” button_alignment=”center” button_alignment_tablet=”center” button_alignment_phone=”center” button_alignment_last_edited=”on|tablet” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][et_pb_video src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2025/09/Release-Date-Announcement-Trailer.mp4″ _builder_version=”4.27.4″ _module_preset=”default” - [Our Games](https://gigatank3000.com/games/) - [et_pb_section fb_built=”1″ next_background_color=”#ffffff” _builder_version=”4.17.3″ _module_preset=”default” background_image=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/Tank.jpg” bottom_divider_style=”curve2″ global_colors_info=”{}”][et_pb_row column_structure=”1_2,1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][/et_pb_column][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.17.3″ _module_preset=”default” text_text_color=”#FFFFFF” header_text_color=”#FFFFFF” header_font_size=”46px” header_letter_spacing=”11px” global_colors_info=”{}”] BIG GAMES FROM OUR TINY CREW. Developing out of the hellscape known as Phoenix, Arizona, GigaTank3000 is a two person army focusing on unique and interactive experiences. Formed - [Kaiju Catastrophe](https://gigatank3000.com/games/kaiju-catastrophe/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/09/FA74FEC7-59F7-40BA-A618-F8ABDE448513.jpg” title_text=”FA74FEC7-59F7-40BA-A618-F8ABDE448513″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.18.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_video src=”https://www.youtube.com/watch?v=BcFV3Lnbh7I” _builder_version=”4.18.0″ _module_preset=”default” custom_margin=”20px|||47px|false|false” global_colors_info=”{}”][/et_pb_video][et_pb_button button_text=”Wishlist on Steam” _builder_version=”4.27.6″ _module_preset=”default” button_url=”https://store.steampowered.com/app/1975380/Kaiju_Catastrophe/” hover_enabled=”0″ sticky_enabled=”0″ button_alignment=”center”][/et_pb_button][et_pb_text _builder_version=”4.18.0″ _module_preset=”default” width=”99.9%” global_colors_info=”{}” custom_padding=”||0px|||”] The result of forbidden genetic manipulation and warped by super science wreak - [Publishing](https://gigatank3000.com/publishing/) - [et_pb_section fb_built=”1″ admin_label=”Section” _builder_version=”4.17.3″ _module_preset=”default” min_height=”1297.4px” custom_padding=”14px|||||” global_colors_info=”{}”][et_pb_row _builder_version=”4.20.2″ _module_preset=”default” custom_margin=”|auto|4px|auto||” custom_padding=”||107px|||” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.20.2″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/03/Publishing-Header-Logo.png” title_text=”Publishing Header Logo” align=”center” force_fullwidth=”on” _builder_version=”4.27.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_image][et_pb_text _builder_version=”4.27.4″ _module_preset=”default” width=”84.1%” module_alignment=”center” min_height=”43px” custom_margin=”-3px||4px|||” custom_padding=”||0px|||” global_colors_info=”{}”] We believe in the power of the indie spirit and all of the passion and creativity that exudes from it. The - [Privacy Policy](https://gigatank3000.com/privacy-policy/) - [et_pb_section fb_built=”1″ _builder_version=”4.16″ global_colors_info=”{}”][et_pb_row _builder_version=”4.16″ background_size=”initial” background_position=”top_left” background_repeat=”repeat” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.16″ custom_padding=”|||” global_colors_info=”{}” custom_padding__hover=”|||”][et_pb_text _builder_version=”4.16″ background_size=”initial” background_position=”top_left” background_repeat=”repeat” global_colors_info=”{}” custom_padding=”3px|||||”]y PRIVACY POLICY Last updated: March, 21st, 2025 This Privacy Policy describes Our policies and procedures on the collection, use and disclosure of Your information when You use the Service and tells You about Your privacy - [Published Games](https://gigatank3000.com/published-games/) - [et_pb_section fb_built=”1″ next_background_color=”#ffffff” _builder_version=”4.17.3″ _module_preset=”default” background_image=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/Tank.jpg” bottom_divider_style=”curve2″ global_colors_info=”{}”][et_pb_row column_structure=”1_2,1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][/et_pb_column][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.17.3″ _module_preset=”default” text_text_color=”#FFFFFF” header_text_color=”#FFFFFF” header_font_size=”46px” header_letter_spacing=”11px” global_colors_info=”{}”] BIG GAMES FROM OUR TINY CREWS. Partnered with some of the greatest indie developers on the market. We focus on publishing unique, interesting, and engaging indie games that - [3D Models - Portfolio](https://gigatank3000.com/portfolio/3d-models-portfolio/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/01/blender_52juQfd1o4.png” title_text=”blender_52juQfd1o4″ _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_gallery gallery_ids=”5507,5508,5509,5510″ _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ show_title_and_caption=”off”][/et_pb_gallery][et_pb_gallery gallery_ids=”5512,5513,5514,5511″ _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ show_title_and_caption=”off”][/et_pb_gallery][et_pb_gallery gallery_ids=”5515,5516,5517,5518″ _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ show_title_and_caption=”off”][/et_pb_gallery][et_pb_gallery gallery_ids=”5519,5520,5521,5522″ _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ show_title_and_caption=”off”][/et_pb_gallery][/et_pb_column][/et_pb_row][/et_pb_section] - [Portfolio](https://gigatank3000.com/portfolio/) - [et_pb_section fb_built=”1″ next_background_color=”#ffffff” _builder_version=”4.17.3″ _module_preset=”default” background_image=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/Tank.jpg” bottom_divider_style=”curve2″ global_colors_info=”{}”][et_pb_row _builder_version=”4.19.4″ _module_preset=”default” custom_margin=”||-50px||false|false” custom_padding=”||0px||false|false” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.19.4″ _module_preset=”c91a8897-ff80-4867-af72-e5569c4c1703″ header_font_size=”57px” z_index=”0″ custom_margin=”||||false|false” custom_margin_tablet=”||43px||false|false” custom_margin_phone=”||43px||false|false” custom_margin_last_edited=”on|phone” custom_padding=”||0px|1px|false|false” global_colors_info=”{}”] Antonio Delgado Software Engineer [/et_pb_text][/et_pb_column][/et_pb_row][et_pb_row column_structure=”1_5,1_5,1_5,1_5,1_5″ _builder_version=”4.19.4″ _module_preset=”default” width=”38%” width_tablet=”38%” width_phone=”38%” width_last_edited=”on|tablet” module_alignment=”center” min_height=”46.2px” custom_padding=”|0px|23px|0px|false|false” global_colors_info=”{}”][et_pb_column type=”1_5″ _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_button button_url=”https://gigatank3000.com/gigatank3000/” button_text=”Home” button_alignment=”center” _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][/et_pb_button][/et_pb_column][et_pb_column type=”1_5″ _builder_version=”4.19.4″ - [Ataque - Portfolio](https://gigatank3000.com/portfolio/ataque-portfolio/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/01/firefox_BWPNb59JAO.png” title_text=”firefox_BWPNb59JAO” _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_row column_structure=”1_2,1_2″ _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/01/Unity_18rTLdaEuN.png” title_text=”Unity_18rTLdaEuN” _builder_version=”4.19.4″ _module_preset=”default” custom_padding=”25px||||false|false” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_image][/et_pb_column][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.19.4″ _module_preset=”default” min_height=”287px” custom_padding=”||0px|||” global_colors_info=”{}”] Ataque is a simple 2D vertical shooter game with a - [The Fog VR - Portfolio](https://gigatank3000.com/portfolio/the-fog-vr-portfolio/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/The-Fog-VR-Header.jpg” title_text=”The Fog VR Header” _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_row column_structure=”1_2,1_2″ _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/01/Unity_2cHf81GDOd.png” title_text=”Unity_2cHf81GDOd” _builder_version=”4.19.4″ _module_preset=”default” custom_padding=”25px||||false|false” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_image][/et_pb_column][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.19.4″ _module_preset=”default” min_height=”287px” custom_padding=”||0px|||” global_colors_info=”{}”] The Fog VR was a Google Cardboard - [Turtle Trouble - Portfolio](https://gigatank3000.com/portfolio/turtle-trouble-portfolio/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/Turtle-Trouble-Header.jpg” title_text=”Turtle Trouble – Header” _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_row column_structure=”1_2,1_2″ _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_video src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/DU7rOhWU0AA36H8.mp4″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][/et_pb_video][/et_pb_column][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ min_height=”287px”] Originally designed to accompany a cryptocurrency faucet to dispense TurtleCoin. this - [Lighting - Portfolio](https://gigatank3000.com/portfolio/lighting-portfolio/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/01/Unity_JoksADyC0z.png” title_text=”Unity_JoksADyC0z” _builder_version=”4.19.4″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_row column_structure=”1_2,1_2″ _builder_version=”4.19.4″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2023/01/Unity_t1E53RLYi3.png” _builder_version=”4.19.4″ _module_preset=”default” title_text=”Unity_t1E53RLYi3″ hover_enabled=”0″ sticky_enabled=”0″ custom_padding=”25px||||false|false”][/et_pb_image][/et_pb_column][et_pb_column type=”1_2″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_text _builder_version=”4.19.4″ _module_preset=”default” min_height=”287px” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″ custom_padding=”||0px|||”] Office scene illustrating the HDR Pipeline and advanced light techniques - [Waifu Defense](https://gigatank3000.com/games/waifu-defense/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}” theme_builder_area=”post_content”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/Waifu-Defense.jpg” title_text=”Waifu Defense” _builder_version=”4.17.3″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” theme_builder_area=”post_content” sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}” theme_builder_area=”post_content”][et_pb_row _builder_version=”4.17.3″ _module_preset=”default” theme_builder_area=”post_content”][et_pb_column _builder_version=”4.17.3″ _module_preset=”default” type=”4_4″ theme_builder_area=”post_content”][et_pb_text _builder_version=”4.17.3″ _module_preset=”default” theme_builder_area=”post_content” hover_enabled=”0″ sticky_enabled=”0″] Mess with my waifu, lose your laifu. [/et_pb_text][/et_pb_column][/et_pb_row][et_pb_row column_structure=”3_5,2_5″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}” theme_builder_area=”post_content”][et_pb_column type=”3_5″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}” theme_builder_area=”post_content”][et_pb_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/DbgvxwFU0AAjca7.jpg” _builder_version=”4.17.3″ - [The Fog VR](https://gigatank3000.com/games/fog-vr/) - [et_pb_section fb_built=”1″ fullwidth=”on” _builder_version=”4.17.3″ _module_preset=”default” bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF” global_colors_info=”{}”][et_pb_fullwidth_image src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/The-Fog-VR-Header.jpg” title_text=”The Fog VR Header” _builder_version=”4.17.3″ _module_preset=”default” hover_enabled=”0″ global_colors_info=”{}” sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.17.3″ _module_preset=”default” global_colors_info=”{}”][et_pb_video src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/The-Fog-VR-Teaser-Trailer-1.mp4″ _builder_version=”4.17.3″ _module_preset=”default” hover_enabled=”0″ sticky_enabled=”0″ title_text=”The Fog VR – Teaser Trailer”][/et_pb_video][et_pb_text _builder_version=”4.17.3″ _module_preset=”default” hover_enabled=”0″ sticky_enabled=”0″] You awaken in a spooky scary forest at dusk with no - [Turtle Trouble](https://gigatank3000.com/games/turtle-trouble/) - [et_pb_section fb_built=”1″ fullwidth=”on” theme_builder_area=”post_content” _builder_version=”4.17.3″ _module_preset=”default” hover_enabled=”0″ sticky_enabled=”0″ bottom_divider_style=”curve2″ bottom_divider_color=”#FFFFFF”][et_pb_fullwidth_image _builder_version=”4.17.3″ _module_preset=”default” theme_builder_area=”post_content” title_text=”Turtle Trouble – Header” src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/Turtle-Trouble-Header.jpg” hover_enabled=”0″ sticky_enabled=”0″][/et_pb_fullwidth_image][/et_pb_section][et_pb_section fb_built=”1″ theme_builder_area=”post_content” _builder_version=”4.17.3″ _module_preset=”default”][et_pb_row _builder_version=”4.17.3″ _module_preset=”default” theme_builder_area=”post_content” column_structure=”2_5,3_5″][et_pb_column _builder_version=”4.17.3″ _module_preset=”default” type=”2_5″ theme_builder_area=”post_content”][et_pb_video _builder_version=”4.17.3″ _module_preset=”default” theme_builder_area=”post_content” title_text=”DU7rOhWU0AA36H8″ src=”https://gigatank3000.com/gigatank3000/wp-content/uploads/2022/05/DU7rOhWU0AA36H8.mp4″ hover_enabled=”0″ sticky_enabled=”0″][/et_pb_video][/et_pb_column][et_pb_column _builder_version=”4.17.3″ _module_preset=”default” type=”3_5″ theme_builder_area=”post_content”][et_pb_text _builder_version=”4.17.3″ _module_preset=”default” theme_builder_area=”post_content” hover_enabled=”0″ sticky_enabled=”0″] Originally made to accompany a faucet so - [Blog](https://gigatank3000.com/blog/) - [et_pb_section fb_built=”1″ _builder_version=”4.17.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_row _builder_version=”4.17.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_column type=”4_4″ _builder_version=”4.17.0″ _module_preset=”default” global_colors_info=”{}”][et_pb_blog include_categories=”all” show_more=”on” show_comments=”on” _builder_version=”4.17.0″ _module_preset=”default” global_colors_info=”{}”][/et_pb_blog][/et_pb_column][/et_pb_row][/et_pb_section] ## Categories - [Uncategorized](https://gigatank3000.com/category/uncategorized/) ## Tags - [Tutorial](https://gigatank3000.com/tag/tutorial/) - [Unity](https://gigatank3000.com/tag/unity/) - [tips](https://gigatank3000.com/tag/tips/) - [personal](https://gigatank3000.com/tag/personal/) - [Cinemachine](https://gigatank3000.com/tag/cinemachine/) - [Timeline](https://gigatank3000.com/tag/timeline/)