MicroVegetation In Sunrise Village Part 1 – Rendering

In Sunrise Village you can explore a beautiful world full of lush vegetation. The ground and many objects are covered with grass, flowers, ferns and water plants. We call this kind of ground foliage “MicroVegetation”. MicroVegetation is not just static: When you chop down a tree grass regrows at the new empty spot and when you build a house the vegetation is removed from the building’s footprint area. We created a custom system to render and edit MicroVegetation system.

Using Curves in Motion

Curves are used in many areas of gaming such as graphics, motion and visual effects. To demonstrate many characteristics of curves, this article will walk you through a project of making a procedural road editor, from the requirements to the thought process and solutions in solving the challenges. Procedural Road Editor using Curves Our editor […]

HelpURL for Shaders

Summary Unity provides a convenient way to link custom documentation to Monobehaviours and ScriptableObjects by adding the [HelpURL] attribute to your class. When an instance of this class is selected in the Inspector users can click the help icon to open the given link in the attribute in a browser. It would be nice if we could use the same attribute also […]

Entity Relationships in Unity DOTS/ECS

Unity DOTS/ECS is powerful at processing huge amounts of operations. This performance relies on data lookup in continuous chunks, but what if you encounter dependencies between entities and have to jump between chunks? All entities should follow a moving target or entities should react to actions from another Entity? This post highlights how entities can interact with each other and what implications this has on performance.