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 1-3 weeks early (the processing by YouTube of the high definition versions is the main delay).

How to make a time of day system

A lot of games have some form of time of day system that allows time to progress and lets you see that reflected in visual changes or in in-game clocks. In this tutorial we’ll look at how to build a system of our own and one that can control lights, the skybox and an in-game clock. As well as providing it’s own version of delta time for things that need to take a correct amount of the simulated time.

Available: Monday 1st of November

How to make dynamic User Interfaces (UI)

A lot of games have some form of time of day system that allows time to progress and lets you see that reflected in visual changes or in in-game clocks. In this tutorial we’ll look at how to build a system of our own and one that can control lights, the skybox and an in-game clock. As well as providing it’s own version of delta time for things that need to take a correct amount of the simulated time.

Available: Wednesday 3rd of November

Making a trigger toolkit

Trigger zones are something we often use in games. Whether it’s to detect something being present, something having left, or something having been in a location for a time they are incredibly helpful. In this tutorial we’ll put together a handy framework with some custom inspector logic to make these quick and easy to setup.

Available: Friday 5th of November

Pathfinding Series: Building Pathdata

Pathdata is the foundation for being able to setup pathfinding so it’s the first stop on our pathfinding tour. We’re going to be building up a pathdata generation system that can work for our procedurally generated terrain. We’ll also be looking at how to support multiple sets of pathdata and how to tap into the Unity serialization logic to keep the file size of our pathdata as small a possible.

Available: Monday 8th of November

Pathfinding Series: Multiple resolutions + Finding connected areas

Now that we’ve built up our pathdata we’re going to extend and improve it before we start on pathfinding. In this video we’ll add support for generating pathdata at different resolutions as well as identifying connected areas to help make our pathfinding as fast as possible.

Available: Wednesday 10th of November

Pathfinding Series: A* Pathfinding

With some solid pathdata in hand we’re going to build up an efficient A* pathfinder that uses a Structure of Arrays (SoA) approach and a few other tricks to improve the pathfinding performance.

Available: Friday 12th of November

Pathfinding Series: Optimising A* + Asynchronous pathfinding

With our pathfinder all setup it’s time to improve it even further. We’ll be adjusting the containers to increase the performance (2-3 x faster) and alongside that we’ll setup for asynchronous pathfinds and improve the API for the pathfinding system.

Available: Monday 15th of November

Pathfinding Series: Navigation and Shortcutting

As the final layer for our pathfinding system we’ll add a basic navigation system which can request and follow paths. We’ll also see two different approaches for optimising our paths. Firstly, a simple redundant point filter which the pathfinder can use to discard points that aren’t needed. And finally a shortcutting system for the navigation that will allow it to jump ahead. Both powered by a system for running raycasts through our pathdata.

Available: Wednesday 17th of November

Answering your Questions

I’ll be answering questions that folks have submitted about Unity, Programming and Game Development in general.

Available: Wednesday 24th of November

Player Feedback: Haptic Feedback

Haptic feedback (eg. vibration/rumbles) is a great way to provide feedback to players and to make them feel more connected to what is happening in the world. In this video we’ll take a look at how to build a haptic effect system using the InputSystem to create effects that we can play just like we would with audio.

Available: Monday 29th of November

Player Feedback: Screenshake

Screenshake is a common effect in many games and in this tutorial we’ll see how to use some of the tools in Cinemachine to add screenshake to our game. We’ll also then go further and use the screenshake to move objects via physics and to tie into our haptic feedback.

Available: Wednesday 1st of December

Player Feedback: Adding Audio Feedback

Audio is an important tool in providing feedback to the player and in this tutorial we’re going to be building an audio manager that will make it easier to integrate sound effects into our games.

Available: Friday 3rd of December

Player Feedback: Damage Effects

Damage effects are an important component for keeping the player informed about what is happening to them. In this tutorial we’ll setup a post processing effect and game logic to create a full screen overlay for when damage occurs.

Available: Monday 6th of December

Player Feedback: Object Effects

Applying effects to objects in our world can help convey what objects a player can interact with. In this tutorial we’ll see how to add some simple motion; some highlighting via a shader; and finally creating a burning dissolve effect for when the object is to be destroyed.

Available: Wednesday 8th of December