In this article I will introduce the networking functionality included in Unity. I will build a simple authorative server solution, introduce the NetworkView component, and show you how RPCs can be used. The screenshots are from Unity 3.5, but the solution works for Unity 4.0 as well.
In this article, I will give a basic introduction to what shaders are, discuss the basics of the Unity rendering pipeline and introduce the reader how to use shaders within the Unity game engine.
In this article, I will introduce the reader to Terrains in Unity. I will describe the different terrain features that Unity offers and we will build a simple terrain that can be used in your game.
In this article I will introduce the Shuriken Particle System that was added to Unity in version 3.5.
In this article, I will introduce the reader to CUDA 5.0. I will briefly talk about the architecture of the Kepler GPU (Graphics Processing Unit) and I will show you how you can take advantage of the many CUDA (Compute Unified Device Architecture) cores in the GPU to create massively parallel programs.
In this article, I will introduce the reader to the Physics system used in the Unity game engine. First, I will introduce the Physic Material Asset that is used to define physics properties for collider surfaces. I will also introduce Colliders and talk about the different kinds of Collider types you can create. The Rigidbody component is absolutely essential for performing physics simulations on GameObjects. I will show you how you can create a Rigidbody GameObject that can be user controlled. I will also talk about the Character Controller component that is provided by Unity to control upright characters. And finally, I will introduce the different Joints that are available in Unity.
In this article, I will introduce the reader to the different rendering components in Unity. I will introduce the Camera component as well as the different lighting components that are available. I will also talk about materials in Unity and introduce you to a few of the shaders that are available. And finally, I will also introduce light-mapping in Unity.
In this article, I will introduce you to scripting in Unity 3.5. Unity is a powerful game editor that only limits you to what you can imagine. Scripting is where the magic happens which will bring your games to life. I assume the reader is familiar the Unity interface, if not you can refer to my previous article titled Introduction to Unity (http://3dgep.com/?p=3246).
In the previous article titled Introduction to Unity 3.5 I introduced the Unity interface and we created a simple project that shows a rotating cube. In this article, I want to introduce some basic Unity concepts such as the Asset pipeline and the GameObject-Component model and introduce a few of the Components that Unity provides. I will not go into too much detail about the different components in this article (I will dedicate a different article for each of the more complex components such as Terrain, Particle Effects, Physics, Audio, and Scripts).
In this article, I will introduce you to the Unity game editor. Unity is a tool for creating and deploying games to PC, consoles, web and mobile devices. In this post, I will go through the steps to get Unity installed on your computer and I will introduce you to the basic features of Unity. Unity makes it easy for anyone to get started making games. You will not need any previous game development experience to follow these articles but by the end, you will be prepared to start making your own games like a professional!