Introduction 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 […]
INNOGAMES STORIES

MicroVegetation In Sunrise Village Part 2 – Modify Vegetation at Runtime
re 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.

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 […]

Testing iOS In-App Purchases
Testing in-app purchases can be a challenge, especially if you want to cover edge cases.
In this blog post, I discussed some of the difficulties we faced with the in-app purchase tests for iOS and an easier way to simulate payments without App Store Connect.

DungeonBurst (Building DungeonKeeper with Unity ECS and Burst) Part 2 – AI and Pathfinding
In this blog post I will continue the series on how to use Unity’s EntityComponentSystem as well as Burst compiled Jobs to build a dungeon builder game like the good old DungeonKeeper.
This time its about adding creatures that can navigate through the dungeon using pathfinding

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 […]

Unity Assembly Definition Files
Use Unity Assembly Definition Files to improve compile time and project structure. Learn the basics and get in-depth knowledge with examples about how to migrate your project.

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.

DungeonBurst (Building DungeonKeeper with Unity ECS and Burst)
In this blog post I will demonstrate how to use Unity’s EntityComponentSystem as well as Burst compiled Jobs to build a dungeon builder game like the good old DungeonKeeper.
This awesome old game turned out to be the perfect example to show of some techniques that will hopefully help you to get into the mindset of DOTS and EntityComponentSystems.