Unity: Articulation Body Overview

The system was integrated for industry applications like realistic physic simulations for robotics or the training of neural networks. But it can also be used in games where a high precision physics simulation is needed. For example physics-based puzzles.   Some parts of the feature are still buggy or not completely implemented yet. Especially the … Read more

Unity: Articulation Body Documentation

I’m currently playing around with articulation bodies which were introduced in 2020.1. Some parts of the feature are still buggy or not completely implemented yet. Especially the spherical joint seems to exhibit a lot of bugs that crash Unity’s physics system and should be avoided at the moment.   Because the feature is so new … Read more

Unity: Easy Shader Property Access

There is a wide range of shaders for visual effects in games. Since the release of Shader Graph, the creation of shaders has become more accessible for non-programmers. This has raised the question: how do you set shader variables if you can’t code?   Whenever you want to set/get a shader variable you should do … Read more

Unity: Sync Objects With Music

So you want to build a rhythm game. A game that has elements moving in sync with the beat of your music. I participated in the rhythm game ‘A Jesters Tale‘ at the Nementic game jam. And it turned out it’s not as easy to sync objects with music as it seems at first glance. … Read more

Unity: Comment Component

Problem Do you ever think “The GameObject setup is so weird, it should be documented” but then don’t do it? Or are you forced to insert components in strange places because Unity just can’t do it any other way? Keyword: Unity’s UI rendering order is influenced by the hierarchy.   Most of the time it … Read more

Unity: Screen Space Gizmos

Unity’s default gizmos are essential for visual debugging but can only be drawn in world space. This restriction can be rather annoying if you try to debug custom UI or viewport-based camera movement. A simple line at a specific pixel coordinate would solve the problem most of the time. There are two solutions to this … Read more