Database System in Unity using Resources and ScriptableObjects
Introduction
Oftentimes, we ask ourselves the question, how do we want to store data in Unity?
There is a high probability that you wanted to create a database and...
Pathfinding on a hexagonal grid – A* Algorithm
Have you ever played-turn based strategy games from series like Heroes of Might and Magic, Civilization, or Age of Wonders? Or maybe you would like to make a game like...
Practical Use of Render Textures
Intro
Unity Engine introduces an awesome tools to empower your game development process. And even before an era of SRPs (Scriptable Render Pipelines), there was a good...
Improved Prefab Workflow
Introduction
At the end of October on the Unity Developer conference Unite LA, Unity team presented their new, improved prefab workflow. Full presentation about the new...
Project Tiny: Play Your Games Instantly
Unity Technologies is one of these companies that constantly bring something new to the table. Unity 2018.3 introduced a few new features that might come in handy in many...
Humoristic Design in Games: Aye Captain
I’m sure everyone knows what humour generally is, and can crack a joke or two themselves. Many of us try to put as many jokes, easter eggs and funny stuff in our games...
High Definition Render Pipeline: Lit shader in action Part 2
How to achieve realistic results?
In a previous post, I was explaining what Lit shader is and the features that it provides. Today I will show you how to work with this...
High Definition Render Pipeline: Lit shader in action Part 1
What is HDRP?
High Definition Render Pipeline is a new way of rendering that gives us resources to achieve realistic results in Unity. SRPs (Scriptable Render Pipelines)...
Artificial locomotion in Unity using Machine Learning Part 3
Training and results
ML-Agents training
One of the most essential parts of training is hyperparameter tuning. Effective training using RL requires to setup up hyperparameters...
Artificial locomotion in Unity using Machine Learning Part 2
Implementation
Previously, in part 1, we looked at the theory of both ML-agents deep learning algorithms and evolutionary computation. Now it’s time for us to implement...