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What’s In A Name: Functions Or Methods in Unity

What’s In A Name: Functions Or Methods in Unity

by Gigatank3000 Team | Jan 4, 2023 | Uncategorized

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

What’s On The Menu: Simple Main Menu Tutorial In Unity

by Gigatank3000 Team | Dec 31, 2022 | Uncategorized

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...
Extendomatic: Adding Storyboards, Camera Shake, Post Process To Cinemachine Virtual Cameras

Extendomatic: Adding Storyboards, Camera Shake, Post Process To Cinemachine Virtual Cameras

by Gigatank3000 Team | Dec 24, 2022 | Uncategorized

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...
Candid Camera: Creating A Handheld Camera Using Cinemachine Noise

Candid Camera: Creating A Handheld Camera Using Cinemachine Noise

by Gigatank3000 Team | Dec 20, 2022 | Uncategorized

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...
What Was That: Creating A Distraction Mechanic

What Was That: Creating A Distraction Mechanic

by Gigatank3000 Team | Dec 14, 2022 | Uncategorized

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...
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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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