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...
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...
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...
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...
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...