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Reflect This, Volume That: Value Of Multiple Volumes and Reflection Probes

by Gigatank3000 Team | Nov 2, 2022 | Uncategorized

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...

Shadowed Light: Using Cookies To Enhance Your Light Sources

by Gigatank3000 Team | Nov 1, 2022 | Uncategorized

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...
Pulling The Strings: Animating GameObjects Using Timeline

Pulling The Strings: Animating GameObjects Using Timeline

by Gigatank3000 Team | Oct 30, 2022 | Uncategorized

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...
Bring Down The Lights: Controlling Your Lights With Light Layers

Bring Down The Lights: Controlling Your Lights With Light Layers

by Gigatank3000 Team | Oct 28, 2022 | Uncategorized

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...
Blowing Smoke: Environmental Fog With HDRP In Unity

Blowing Smoke: Environmental Fog With HDRP In Unity

by Gigatank3000 Team | Oct 26, 2022 | Uncategorized

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...
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Recent Posts

  • Total Control: Combining Cinemachine and Timeline In Unity
  • Tracks On Tracks: Track Types In Unity Timeline
  • Structurally Sound: Structs and Memory Management
  • Clockwork Animated: Using Timeline Animations
  • First Class Ticket: Classes In Unity

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