Blog Archives

Kiosk Mode

I am working with a Cornish College of the Arts design student on building an application for her final project, in Unity. This application is going to run on a tablet, and will be placed in an installation. This means

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Posted in Unity3D

Iteration and Polish

A common saying in creative work is “the last 10% takes 90% of the time.” This holds especially true when building something in Unity. I’m collaborating with a student at Cornish College of the Arts to build her an alternative interface

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Posted in Unity3D

Shader Q&A

Last week, Mike asked me a bunch of really well worded and well thought out questions on my “Writing Your First Shader” post https://josephstankowicz.wordpress.com/2013/06/22/writing-your-first-shader/#comment-72. Answering these questions seemed like a great topic for this week’s post. 1. As I was

Posted in Unity3D, Unity3D Performance

Managing 3rd Party Plugins Without Compromising Game Design

Something that was new to me when I started Unity development was the vast quantity of third party plugins. In the years I spent developing games with custom in-house engines, third party code did exist, but it generally existed in

Posted in Unity3D, Unity3D Performance

Writing Shaders 3 : Surface Shaders

Last time, I covered how to write a simple vertex lit shader influenced by a single light source. Adding support for more lights with the standard CG shader code can be extremely tedious, and this is where Unity provides a

Posted in Unity3D

Writing Shaders 2 : Vertex Lighting

Writing Shaders 2 : Vertex Lighting Last week’s post on shaders covered building a simple, unlit shader with a texture. While unlit shaders render extremely quickly, they are boring, and generally artists are going to want some form of lighting

Posted in Unity3D

Writing Your First Shader

I know many engineers who are interesting in writing shaders, but don’t know where to begin. Shaders, especially in Unity, are a lot of fun to write and work on. Generally when you’re working on a shader it’s for a

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Posted in Unity3D