To explore more of Unity ECS 1.0, I try to create a particle system.
This is a breakdown of my attempt at reproducing the shrine elevator VFX from The Legend of Zelda: Breath of the Wild. This was my first project using VFX graph.
For this first dev log, I talk about the two approaches I tried in order to achieve a pathfinding system in Unity ECS.
I attempt to reproduce the Darksaber from Star Wars in Unity. I used Shader Graph, the Universal Render Pipeline and its handy renderer features.
Generating thumbnails at runtime for procedurally generated guns. Let’s talk render textures and layers.
An Editor tool along with a path-finding algorithm to make some sort of Google Maps for custom floor-plans within Unity.
Trying out Shapes in Unity by Freya Holmér. I made the Breath of the Wild stamina wheel in a matter of minutes!
Attempt at reproducing my favourite wheels from Rocket League. I talk shaders, Universal Render Pipeline and view direction.
Attempt at reproducing some of my favourite wheels from Rocket League, the Zomba. I talk Shader Graph, pulses, spirals and alpha cutout.