Unity : Cinemachine and Timeline (Part VII)In today article we look at the Body of Cinemachine. We set the new Scene with a Cube and a new Virtual Camera.Feb 2, 2022Feb 2, 2022
Unity : Cinemachine and Timeline (Part VI)We continue from last article and see how set the Field of View. In practice, we hit Space Bar and Field of View changes from 60 to 40…Feb 1, 2022Feb 1, 2022
Unity : Cinemachine and Timeline (Part V)It’s time to see how access the Virtual Camera with C#.Jan 28, 2022Jan 28, 2022
Unity : Cinemachine and Timeline (Part IV)In this article we continue our path with Cinemachine, and today we try to create more Virtual Camera to Look At the Cube from different…Jan 26, 2022Jan 26, 2022
Unity : Cinemachine and Timeline (Part III)Let’s start where we left off and talk about Dampening. If we look at the Camera in Play mode, we see that with 0 dampening it always…Jan 25, 2022Jan 25, 2022
Unity : Cinemachine and Timeline (Part II)Ok let’s start using the Virtual Camera in our project. We focus on LookAt and Aim.Jan 23, 2022Jan 23, 2022
Unity : Cinemachine and Timeline (Part I)Today we talk about a Cinemachine and Timeline. These two things are incredible useful. First of all, we try to separate things ok…Jan 22, 2022Jan 22, 2022
Unity : NavMesh (Offmesh Links)To conclude the articles on NavMesh, let’s talk about Offmesh Links. If you remember, in the NavMesh documentation there was a part that…Jan 21, 2022Jan 21, 2022
Unity : AI && NavMesh [FSM : (Finite State Machine with Enum)]This is a BIG topic. The FSM is one of the most useful and use design pattern in video games (it call even State Pattern). Its…Jan 20, 2022Jan 20, 2022
Unity : AI [Navmesh implementation (Part IV)]Ok, we need to fix the little bug we had in the previous article. Let’s explain what the problem is : After we reach every points, the…Jan 18, 2022Jan 18, 2022