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Camera Mastermind: Using The Cinemachine Brain In Unity

Camera Mastermind: Using The Cinemachine Brain In Unity

by Gigatank3000 Team | Jan 10, 2023 | Uncategorized

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...
I Want To Stop The World: Coroutines In Unity

I Want To Stop The World: Coroutines In Unity

by Gigatank3000 Team | Jan 8, 2023 | Uncategorized

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...
You Get A Camera, You Get A Camera, Everyone Gets Cameras: Additional Cinemachine Cameras

You Get A Camera, You Get A Camera, Everyone Gets Cameras: Additional Cinemachine Cameras

by Gigatank3000 Team | Jan 6, 2023 | Uncategorized

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...
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...
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