G DuttonUpon Reflection, all sides can see…In this article I make use of a “Reflection Probe” within my URP Level Design project; the “Reflection Probe” is used to reflect what you…May 6, 2023May 6, 2023
G DuttonWhat you see, is what you get!In this article I cover the feature, Occlusion Culling. In plain terms, and taken from Unity’s definition of this feature:Mar 26, 2023Mar 26, 2023
G DuttonThe Art of ProfilingIn this article I bring to the forefront something I’ve been impressed with, creating a “Post Processing Profile” and how it can alter how…Mar 26, 2023Mar 26, 2023
G DuttonLevel-Design, the texture beyond the colours…In this article I look at how we can adjust the texture map of an object, and then share that with future mapping changes.Feb 22, 2023Feb 22, 2023
G DuttonEmission Impossible: Shine BrightWithin this article I cover “Emission” mapping using Paint Shop Pro; although there may be another method to achieve this, I tried to match…Feb 20, 2023Feb 20, 2023
G DuttonBe my guiding light, and shine bright…Within this article I cover of the 4 lighting options available within Unity.Feb 20, 2023Feb 20, 2023
G DuttonSkies the limit, with a Custom SkyboxIn this article I cover adding a new skybox so that values locked in the “default-skybox” are made available to your project.Jan 8, 2023Jan 8, 2023
G DuttonUniversal Render Pipeline, urp… how do I use it?In this article I will take you through making use of the Universal Render Pipeline (URP), which is an improvement over the Standard…Jan 8, 2023Jan 8, 2023
G DuttonIn 5, 4, 3, 2, 1…In this article, I touch on the “Control Room” level design; following this I will be introducing “Pipeline” articles covering URP & HDRP.Dec 12, 2022Dec 12, 2022
G DuttonA vertex, a vertex! My polygon for a vertex!In this article we touch on a shortcut for aligning objects using the “Vertex” snap that is built into Unity.Dec 8, 2022Dec 8, 2022