🚀 Unity Tip: Manipulating Vertices in Real-Time!
I was recently working on a game jam for college and stumbled upon a game-changing feature in Unity I didn't know was so powerful: vertices manipulation!
Honestly, I had no idea that Unity’s mesh vertices could be so easily manipulated with just a few lines of code. As I was working through the project, I realized how much control you can have over the geometry of objects in real-time. I was able to create a "pen-like" effect to dynamically alter a mesh, adjusting vertex positions based on mouse input—without needing complex shaders or external tools!
It was such an eye-opener to see how straightforward it is to implement, and I’m excited to explore even more possibilities with this technique. Can’t wait to see what I can do next with this newfound power in Unity! 🎮✨
🚀 Unity Multiplayer Development: Progress Update 🚀
Today, I scratched the surface of Unity Multiplayer and got a basic setup running. To my surprise, it’s way easier than I imagined! I hardly spent an hour on this and already have the foundation for player movement, camera control, and server/client hosting working. 🕹️
Here are a few highlights of what I’ve achieved so far:
1️⃣ Player Movement and Camera Access: Ensuring each player controls their own camera and movement seamlessly.
2️⃣ Server, Host, and Client Setup: Leveraging Unity’s Netcode for GameObjects to create a solid networking framework.
3️⃣ Syncing Player Actions: Ensuring transforms are synchronized properly for multiplayer interaction using client-authoritative NetworkTransform.
I used Unity.Netcode for the networking backbone and focused on keeping the implementation lightweight and efficient. 🎮
This experience showed me how powerful Unity is for multiplayer development, even for beginners. I can’t wait to dive deeper into player interactions, syncing game states, and adding more features!
💡 Tip: Don’t overthink it. Take it one step at a time—like I did today. You’ll be amazed by how quickly it comes together.
🌟 Learning Journey in Game Development 🌟
Excited to share my progress in game development! I've been diving deep into Unity and learning some fascinating concepts, including generics, finite state machines, and procedural animation techniques.
🚀 In this project, I've implemented:
A Generic Finite State Machine (FSM) to handle complex state transitions in a clean, reusable manner.
Procedural animations using Two-Bone IK Constraints and Multi-Rotation Constraints to bring dynamic, environment-responsive interactions to life.
🔧 While the project isn't fully functional yet, it's been an amazing learning experience. I plan to take the knowledge gained here to build something entirely new and even better!
Big shoutout to the incredible tutorial I followed for guidance. Time to apply these concepts in my unique way and push my skills further!
Feedback and tips are always welcome. Let’s keep learning and growing! 💡✨
🚀 Showcasing My Grappling Mechanic in Unity! 🎮
I'm thrilled to share a key feature I've recently implemented: a dynamic Grappling Mechanism in Unity! This feature allows players to shoot a grappling hook to a designated point within range, enabling quick traversal and adding an exciting layer of mobility to gameplay.
Key Highlights:
Realistic Grapple Arc: The grappling mechanism calculates an overshoot along the Y-axis, simulating a natural arc for traversal.
Dynamic Interaction: It detects grab points using raycasting and layers, providing flexibility to interact with predefined objects or terrain.
Smooth Visual Feedback: Integrated a line renderer for a rope-like effect, visually connecting the player to the grab point.
Player State Management: Includes freezing and unfreezing of movement during grappling to ensure smooth player control.
This project has given me hands-on experience with:
Raycasting for accurate environmental interaction.
Managing player states during complex mechanics.
Enhancing game immersion through visual and functional polish.
🚀 New Weapon Wheel Feature Implemented! 🎮🔫
I’ve successfully developed a dynamic and interactive Weapon Wheel system for a game project. This feature allows players to smoothly rotate between weapons with a smooth follower mechanic, providing a responsive and intuitive UI experience.
Key Highlights:
45-degree Snap Rotation: Weapons can be easily selected with a quick wheel rotation, ensuring smooth transitions.
Follower Smoothness: The follower object smoothly tracks the pointer's rotation, adding a polished feel to the interaction.
Dynamic UI Update: The weapon index is displayed in real-time, updating instantly as players navigate through their weapon options.
This system will enhance the overall gameplay experience by making weapon selection both intuitive and visually satisfying. Can’t wait to implement it further!
🚀 Dynamic Caterpillar Implementation in Unity 🎮
Excited to share my recent work on a procedural caterpillar system for Unity! 🐛
✨ Features include:
Adjustable caterpillar length
Configurable distance between segments
Customizable sprites and colors
Fully adjustable speed and movement behavior
Perfect for game projects requiring adaptable creature mechanics! Let me know your thoughts or if you'd like to collaborate on similar ideas. 😊
🚀 Implementing A Pathfinding Algorithm in Unity* 🚀
I recently developed a basic implementation of the A pathfinding algorithm* in Unity, which is essential for moving game characters or objects efficiently through grids while avoiding obstacles. Here's a breakdown of how it works:
🧩 How it works:
The algorithm calculates the optimal path between a start node and an end node on a grid.
Each node evaluates its cost (fCost) based on two components:
gCost: Distance from the start node.
hCost: Heuristic distance to the target node.
The algorithm uses a combination of these costs to ensure it picks the most efficient route while avoiding obstacles.
🔥 Key Features:
Node Evaluation: Each node is evaluated for its walkability and costs.
Pathfinding: Uses the A* algorithm to find the optimal path.
Visualization: Gizmos are used to display the pathfinding process in Unity’s Scene view, making it easy to debug and visualize the algorithm at work.
💡 This implementation can be extended for more complex environments by adding different node types, optimizing the pathfinding for dynamic obstacles, and more.
🔧 Tech Stack:
Unity
C# Programming
If you're working on AI or pathfinding systems in your games or simulations, the A* algorithm is a must-know technique! Feel free to check out the code