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Bounce House: Indirect Multiplier In The Unity Lighting System

Bounce House: Indirect Multiplier In The Unity Lighting System

by Gigatank3000 Team | Nov 12, 2022 | Uncategorized

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...
Move It: Easy Point And Click Movement In Unity

Move It: Easy Point And Click Movement In Unity

by Gigatank3000 Team | Nov 10, 2022 | Uncategorized

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...
Easy Bake: Light Baking And When To Choose Static Or Dynamic Objects

Easy Bake: Light Baking And When To Choose Static Or Dynamic Objects

by Gigatank3000 Team | Nov 7, 2022 | Uncategorized

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...
Stay Synced: Getting Audio And Animation Working In Sync With Timeline

Stay Synced: Getting Audio And Animation Working In Sync With Timeline

by Gigatank3000 Team | Nov 4, 2022 | Uncategorized

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...

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...
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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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