Schedule for upcoming tutorials

Hi folks, the list below shows you what tutorials are coming up in the future and when they’ll be available to everyone. The tutorials will typically be available to Patrons about 1-2 weeks early (the processing by YouTube of the high definition versions is the main delay).

[Deep Dive] Introduction to Shaders

Shaders are an incredibly powerful tool to achieve complex and cool visual effects. In this tutorial I provide an introduction to some of the essentials and some starting points for if you want to go deeper.

Available: Friday, 17th of September

[Developer Toolkit] Creating custom inspectors

Custom inspectors and property drawers allow us to extend and improve how we setup data in our projects. In this video I’ll show you how to create custom inspectors and property drawers as well as looking at some of the potential issues we can run into and their solutions.

Available: Monday, 20th of September

[Developer Essentials] Working with random

Random numbers are an integral part of many games and used well they can create interesting variety for our players. In this video I’ll look at a range of different ways to work with random numbers depending on the type of thing we’re needing to achieve from purely cosmetic effects to spawning loot to spawning things heavily tied to gameplay.

Available: Wednesday, 22nd of September

[Deep Dive] Getting started with reflection

Reflection is an incredibly powerful feature in C# (and many other languages). In this tutorial I’ll take an initial look at how we can use reflection to access private methods; to find private methods; and to combine it with attributes to seek out particular methods we are looking for and invoke them.

Available: Friday, 24th of September

[Advanced Deep Dive] Biome based procedural terrain generation – Part 5 (Buildings & stamping features)

There are a lot of different approaches for procedural terrain generation. In this Advanced Deep Dive I’ll show you how to procedurally generate an environment with multiple biomes. This is the fifth part of the series and focuses on spawning buildings and applying feature stamps.

Available: Monday, 27th of September

[Developer Essentials] Using Gizmos and Handles

Gizmos and Handles are helpful tools that allow us to extend the Scene view in Unity. Gizmos focus on letting us draw additional information and Handles can both draw information and be used to modify an object. For example we can create a handle that lets us adjust (in the scene view) the radius at which a character will react. In this video I’ll run through the key elements of using Gizmos and Handles.

Available: Wednesday, 29th of September

[Deep Dive] Advanced classes (creating extensions, interfaces & generics)

C# provides a lot of ways that we can work with classes to make our code easier to write and to maintain. In this tutorial I’ll be looking at a few key areas. Extensions allow us to add custom methods to existing classes; Interfaces allow us to set rules that a class needs to follow in terms of what functions it provides; and, generics allow us to operate on a wide range of data with the same code.

Available: Friday, 1st of October

[Developer Toolkit] Creating a bootstrap scene

Bootstrapped scenes are ones that can load themselves. These are really handy for working with things like game settings or if we want information to carry over between levels. This tutorial walks through creating a bootstrap scene. It also looks at an alternative approach that isn’t linked into a scene and which is lazily instantiated.

Available: Monday, 4th of October

[Developer Essentials] Analytics and Remote Settings

Analytics allow us to gather valuable information about how players are playing our game so that we can identify issues and improve the game. Remote settings/config allow us to adjust settings without releasing a new build and also adjust those settings based on other factors (eg. enable verbose logging in a specific level to identify and fix an issue).

Available: Wednesday, 6th of October

[Deep Dive] Post Processing Effects

We’ve previously looked at post processing effects from a high level. In this tutorial we’ll look at them more in depth. In particular we’ll look at how to create our own simple post-processing effect and we’ll look at how to interact with existing effects purely in code.

Available: Friday, 8th of October