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Austin Mackrell
Austin Mackrell

80 Followers

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Jun 21, 2021

Unity Quick Tip: Context Menus

I’ve been using unity’s new input system a lot lately and one thing that has been a pain is quickly testing a function. In the old input system I would do something like: That no longer works if you are using the new input system and you will get a…

Unity

2 min read

Unity Quick Tip: Context Menus
Unity Quick Tip: Context Menus
Unity

2 min read


May 5, 2021

Multi-Type Monsters! A Look at Enums with Flags Attribute.

Recently as a challenge I tried to create a Pokémon battle system relying heavily on scriptable objects. I had a general idea of how everything worked and I figured it would be a fun deep dive. An interesting wall I hit was when it came to monster types. …

Unity

4 min read

Multi-Type Monsters! A Look at Enums with Flags Attribute.
Multi-Type Monsters! A Look at Enums with Flags Attribute.
Unity

4 min read


Mar 23, 2021

Camera Facing Health Bar System With ShaderGraph

Today we are going to look at building a health bar, that constantly faces the camera. This is called a “billboard” effect, which is commonly used in particle systems. We will accomplish everything in ShaderGraph, including the billboard. I followed two separate tutorials to get the health bar working, and…

6 min read

Camera Facing  Health Bar System With ShaderGraph
Camera Facing  Health Bar System With ShaderGraph

6 min read


Mar 18, 2021

Get Component vs Actions: A Deep Dive

This whole adventure started out when I was reviewing a few students code, and saw how they were calling functions on other objects during an on trigger enter call. On trigger enter, they sent out an event passing in the other collider from the trigger, and then each subscriber compared…

Unity

5 min read

Get Component vs Actions: A Deep Dive
Get Component vs Actions: A Deep Dive
Unity

5 min read


Published in

AR/VR Journey: Augmented & Virtual Reality Magazine

·Mar 10, 2021

Unity: Building Your Finished Quest Project

You did it! Your project is finished and its time to build the application! Lets take a look at building for PCVR, and to run standalone in the headset. PCVR: Building for PCVR is very straightforward. Make sure you are on PC, Mac, & Linux standalone for your build platform…

Unity3d

4 min read

Unity: Building Your Finished Quest Project
Unity: Building Your Finished Quest Project
Unity3d

4 min read


Published in

AR/VR Journey: Augmented & Virtual Reality Magazine

·Mar 8, 2021

Basics of Hand Interactions in VR

When working with VR, the most common way of interacting with the world is through the players hands. Whether is throwing, climbing, or shooting, we use the hands positional data along with along with inputs via the triggers and buttons to let the player interact with the game. But how…

VR

5 min read

Basics of Hand Interactions in VR
Basics of Hand Interactions in VR
VR

5 min read


Feb 20, 2021

Extending The OVRGrabber

When working with frameworks, the last thing we want to do is directly edit the code in them, but sometime it just doesn’t have all the tools you need! Sometimes there are bits that are problematic or don’t quite work situationally. …

7 min read

Extending The OVRGrabber
Extending The OVRGrabber

7 min read


Feb 15, 2021

Unity OVR Physics Based Interactions

Lets get some physics based interactions going in Unity with Oculus’ OVR SDK. If you have tried doing this with an OVR grabbable right out of the box, you’ll notice that it does not work as expected. Today we will be focusing on a hinge joint interaction. In our case…

Oculus

5 min read

Unity OVR Physics Based Interactions
Unity OVR Physics Based Interactions
Oculus

5 min read


Dec 16, 2020

Unity Trajectory Prediction (Simulation Method)

Trajectory prediction is a feature that is used so often in many different applications and games, and so regularly that one would think its a pretty simple process to implement. At least I did. When it came time to create the feature in a small mobile game I’m working on…

Unity

7 min read

Unity Trajectory Prediction (Simulation Method)
Unity Trajectory Prediction (Simulation Method)
Unity

7 min read


Dec 8, 2020

Basic Game States and Creating a Day/Night Cycle

What is a state? A state is a variable that modifies one or multiple behaviors or actions. There are many different ways we use states, in creating enemy behaviors we use behavior states such as attacking, fleeing, patrolling, or chasing. If you were flipping a switch we could have an…

6 min read

Basic Game States and Creating a Day/Night Cycle
Basic Game States and Creating a Day/Night Cycle

6 min read

Austin Mackrell

Austin Mackrell

80 Followers

A Honolulu based software developer, that enjoys surfing, spearfishing, and making videogames

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