Latest Blog Posts

Doors Are Why I Drink – Part 2: Our Approach
Okay, so it’s not as bad as it looks, and even to us, it looks over-engineered. But each piece has a purpose. For example, these five states:

Doors Are Why I Drink – Part 1: The Naive Approach
The classic diamond door opening Animator. What could possibly go wrong?

Ledge Climbing – Part 1 – Detecting a Ledge
If it can be climbed, it should be climbed. How can we create a robust enough ledge climbing system that doesn’t require us to mark special objects as “ledges” that are climbable.

Detail Mapping Trickery Part 2: Detail Masking
One perfectly valid use for detail masking is to mask off areas where you don’t want detail mapping to occur. This is particularly useful if you are packing multiple different surface textures into an atlas, and want, say, your wooden parts to be grainy but not the metal parts.

Detail Mapping Trickery Part 1: General Concept
Ever since the release of Unity 5.0’s Standard Shader, Unity has had built-in support for detail-mapping.