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Simple camera controller+
I had created a very simple camera controller for the city hall interior scene. But it was not very usable in other scenes. So I rewrote the code and made it universal and a lot easier to use!
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Footsteps audio refactoring
I upgraded my rather simple footsteps audio system to a fully fledged surface type / character type retrieval setup that I can expand in the editor. The old system had hard coded arrays, but this new one is user editable directly in editor!
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%22%20transform%3D%22translate(3.2%203.2)%20scale(6.41406)%22%20fill-opacity%3D%22.5%22%3E%3Cellipse%20fill%3D%22%23080808%22%20cy%3D%2257%22%20rx%3D%2212%22%20ry%3D%223%22%2F%3E%3Cpath%20fill%3D%22%23131313%22%20d%3D%22M81%2057h13v5H81z%22%2F%3E%3Cellipse%20fill%3D%22%23414141%22%20rx%3D%221%22%20ry%3D%221%22%20transform%3D%22rotate(132.1%2066.4%20103)%20scale(174.70193%20113.78382)%22%2F%3E%3Cellipse%20fill%3D%22%23414141%22%20cx%3D%2246%22%20cy%3D%2253%22%20rx%3D%2236%22%20ry%3D%22255%22%2F%3E%3C%2Fg%3E%3C%2Fsvg%3E)
Animated hotspot icons
I was working on the Steam Deck compatibility of the game this week and the main pain point was the hotspots. As I was fixing the code, I decided to try to make the hotspots animated!
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Building a Puzzle
Building Adventure Game Puzzles is fun. This is a very complete breakdown of creating a bathroom scene with its puzzle in under 2 days! (Spoiler alert!)
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Custom post-process effect: Anamorphic Bloom
Anamorphic bloom is for sure the most cyberpunk aesthetic there is. I wanted to use it as a use case for learning how to create post process materials for Unity URP. This post explains the process.
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Rendering custom shadows with URP shader graph & apartment ext location
As I upgraded the render pipeline for the game, I noticed that my custom shadow rendering shaders turned pink. It was time to transition from custom HLSL shading for the environments to a more modern shader graph based approach.
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%27%20fill-opacity%3D%27.5%27%3E%3Cellipse%20fill%3D%22%23666%22%20fill-opacity%3D%22.5%22%20rx%3D%221%22%20ry%3D%221%22%20transform%3D%22rotate(-4.5%206557.3%20-14127.3)%20scale(217.1166%20771.1909)%22%2F%3E%3Cellipse%20fill-opacity%3D%22.5%22%20rx%3D%221%22%20ry%3D%221%22%20transform%3D%22matrix(-264.79359%20-100.37367%20181.9702%20-480.05162%20515.8%20569)%22%2F%3E%3Cellipse%20fill-opacity%3D%22.5%22%20rx%3D%221%22%20ry%3D%221%22%20transform%3D%22matrix(238.41396%2019.24451%20-50.19206%20621.81302%20553.6%20705)%22%2F%3E%3Cpath%20fill%3D%22%23787878%22%20fill-opacity%3D%22.5%22%20d%3D%22M1042.3%20708.8L1209%20394.5l-186-243.8z%22%2F%3E%3C%2Fg%3E%3C%2Fsvg%3E)
Footstep Audio
I have actually never before done footstep audio set for a game. I wanted the system to be able to play audio from animation events and work on multiple different surfaces. Read how I ended up doing it.
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UI audio groundwork
For a while now I have been laying the foundations for UI audio for the game. This was more involved than I thought.
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PDA Part 2 – notifications
Now that I had stuff tucked away hidden in the PDA I wanted to let the player know of these a little bit. So I decided to do a simple on screen notify when new To-Do list items are added or then new messages arrive.
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Maglev transit system
Way back when I did the maglev scene, it was just a scene void of any connection to anything in the game. I just knew I needed one so I made it. Now I returned to the scene to add the transit functionality to it that it required.
















