These projects demonstrate how to use the various features of Unity.
This demo shows how to write the reusable dialog box in Unity.
Rigidbody.AddForce() can be used to change a velocity and a acceleration. When they want to change the velocity of rigidbody, Many developer directly changes the velocity of rigidbody. But it's not recommended. Use AddForce(..., ForceMode.VelocityChange).
This demo shows how to draw a decal on the surface.
With AnimationCurve, you can draw a graph in the inspector window.
This demo shows how to write the IAP in Unity.
This demo shows how to implement continuous key commands in Unity.
This demo shows various lighting features of Unity.
This demo shows how to write a custom shader with ShaderLab in Unity. In Unity 2019, you can write a shader with the Shader Graph. But sometimes you need to add some features to the existing shader, in that case you need to understand how to work with the ShaderLab in Unity.
In old good days, they used the standard asset for a post processing.
Before the Post Processing Stack was officially added into Unity, they used the Post Processing Stack 2 in the Asset Store.
Now(2019.5.28) the Post Processing Stack is a standard package of Unity.
You can make a prefab for these two purposes. 1. To reuse parts of scene in other scene. 2. To make an object in runtime.
With Standard Asset you can make a simple game.
This demo shows how to use the quaternion for rotation.
With the scriptable object, you can save the gameplay information while developing.
This demo shows how to make a custom skybox with the skybox shader.
When we are using Physics.Raycast() or Physics.SphereCast(), it's confusing when the ray start at inside of collision box. When ray start at a collision box, it does not detect a collision between the ray and backfaces of collision mesh. This demo shows how the SphereCast() works by drawing the gizmos of collision info. @