Here you go, a collection of writeups/tutorials/shaders/#UnityTips on how we made Recompile's visuals from the past year of development :-
https://t.co/42lX8hC6XK

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Using to make this dimensional portal 🌀🌟

Made in collaboration with . Also big thanks to for some of the math (https://t.co/iYantAsSNY).

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Hey there, heres a tutorial for another toon shading function: half tone shading. I uses interresting patterns between lit and unlit areas.

https://t.co/KApgOI5Ni5

If you want to support me, you can do that on patreon💖 https://t.co/UCOycyxc96

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In case you didn't know, you can change the physics shape of a 2D sprite from the sprite editor.

It works like a charm with tilesets, so you won't have to adjust every level's colliders by hand.

P.S. Don't forget the composite collider 2D.

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I'm back with new tutorials! In this one I explain how to use the position of the pixel on the screen as a texture coordinate.

https://t.co/J5CqlpLOft

If you want to support me, you can do that on patreon💖 https://t.co/UCOycyxc96

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Just posted a tutorial on the color spread effect! It covers how I created a post-processing effect that draws in world space :) link >>
https://t.co/PWkvxVTRtg

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We're also posting our articles on under our experimental channel Nanaimo Labs!

What would you like to see next?

https://t.co/QcGH0JD4oS

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This weeks tutorial is about custom lighing functions in unity surface shaders, specifically toon shading.

https://t.co/iC7GLKnKRc

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Navigating complex scene hierarchies? You can hold Alt and left-click the topmost parent to expand or collapse all of its nested children. Holding Ctrl while dragging objects in the scene will snap them based on settings defined in the editor.

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Ever ran into an issue where your entire animation changes because you accidentally rotated a bone in the scene? You can keyframe all bone transforms at the start of the animation to make it completely scene-independent.

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All the little pieces that work together to animate each of our character pieces in Chapter 6 is entering final touches...

https://t.co/IoJ9XMyMvr

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Here's our this week! In we animate all the face pieces in So we spend a lot of time adjusting eyes and mouths! This lets us have more expressions and cuts down on final game size!

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The tutorial on how to create the shader for these galaxy bird wings is now public! ^^ https://t.co/XhkB5TI0Lu

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After connecting planks with HingeJoints to build a bridge I then tried to change their individual gravity randomly and got a funny side effect.

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Equip a secondary weapon and change it for the main weapon quickly during combat

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