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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Did a write up on a very simple procedural color scheme algorithm I have been using since a while in lots of unity, unreal, shadertoy projects as well as my own paintings. Feel free to copy the code. https://t.co/FGpuLZ8vZr

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Tuesday is upon us once again!

Today I thought I'd break down flat+shadows styled shading I used for "This Sucks!"

After some experimentation I finally landed on this setup:
• 0 Albedo
• Vertex Colour into Emission
• Emission multiplied by the Light

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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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Today is the last day you can vote Graphy as the "BEST DEVELOPMENT TOOL" for the Unity Awards 2018. One minute from you will mean the world to me! :)



Go vote! -> https://t.co/DZ55uhFoHl

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Try and catch is super useful. You write what you want to do in try, if it hits an error it goes to the code in Catch and executes that. Though you could also write it differently I find this way more readable.

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a simple code to get gradient between several colors in shaders.

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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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A little C# readability tip. When initializing objects, where you have to set lots of parameters for it, instead of the left, where you use the reference to the object to assign each parameter, you can use the variance on the right.

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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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