Unity Melee Combat Basics with Brackeys Tutorial

September 3, 2020

Unity 2019

Melee Combat

MELEE COMBAT in Unity

Youtube – Link

By: Brackeys


Summary

I want to explore making 2D character controllers, so looking to add melee combat as an option is a very common addition that I want to understand better. Being a Brackeys tutorial this is a rather basic approach with very Unity specific options, but it at least provides a good starting point to get something up and running. I would like to look into other options to add to this so I know a few ways to add hitbox generation nicely to characters and agents alike.

UnityLearn – AI For Beginners – GOAP – Adding Goal Challenge & Taking a Break

August 19, 2020

AI For Beginners

Goal Orientated Action Planning (GOAP)

Parts 14 and 15


Beginner Programming: Unity Game Dev Courses

Unity Learn Course – AI For Beginners

Adding Goal Challenge

Adding Goal Challenge

My Approach

This tutorial starts with another challenge to implement a new GAction. This time it is the GoHome GAction for the patient to return to a transform tagged “Home” after they receive treatment. This was rather straight forward as I created this new GAction that just had a Preperform method setting the target to the tagged gameobject “Home” and putting in the Postperform method that the TreatingPatient world state should be reduced by 1 (since they have finished being treated).

Once this GAction was applied to the patient, it needed to connect to the previous action by having a precondition of “isTreated” and I added an after effect of “isCured”. The “isCured” state was also added as the new secondary subgoal of the patient GAgent to ensure they would move entirely through the chain of actions. I did initially just add “isCured” as a 3rd goal (keeping the 2nd goal of “isTreated”) but this created a strange behavior where the agent would take one extra step of actions and return to the hospital entrance after returning home.

Their Approach

They named their new subgoal “isHome”, which I think is important to note because I think with a system like GOAP you should keep in mind that the actions should be somewhat isolated for their specific purpose and you should at least be cognizant of chaining the actions together too much for what you think their intended purpose may be and recognizing when to keep them more encapsulated as their own action. It makes sense that the patient’s true goal is just “to get home” and getting cured of their ailments is just an obvious way to us to achieve that goal given the settings, but being cured is just a major step towards simply getting home.

They also added an extra step of states for the patient agent. I simply connected the previous action to the new action by matching the GoHome action’s precondition with the GetTreated after effects (“isTreated”), but they actually had the GetTreated action modify the state of the agent to add “isCured” and used this (“isCured”) as the precondition for their GoHome action.

While this does not seem necessary in the current state of the tutorial, I think this makes sense to add this step when developing a real GOAP system because there could be several ways for a patient to be cured (such as simply waiting it out if it is a minor ailment like a cold). So this approach may make more sense when building a proper system, which again, is good to note for the future if building a system like this for your own project.

I ran into an issue where the patient agent was not leaving the waiting room, and it turned out this was because I still had the “isTreated” intermediate subgoal commented out because it was necessary for my approach to work. Adding this subgoal back in (along with the additional “isHome” goal) allowed the agent to work properly again.

Errors

They ran into a problem with the tutorial (that I also replicated) when they turned the spawner back on to add many patients to the system. Many of them began congregating at the hospital entrance, which was due to the fact that “isTreated” was one of their subgoals and it was being immediately met because the first patient treated added “isTreated” to the entire world state so every patient thought it was already treated.

This led to them pointing out a rule of thumb where you do not want any of the subgoals of the agents to match a state that is directly added to the world state or the agent’s beliefs. So to follow this up, I changed the world state modification within the GetTreated action from “isTreated” to just “Treated” (this appears to be what they did in the tutorial but it is not clearly stated).

While fixing this, they also note a possible issue with the NavMesh system in Unity. Something about the NavMesh that even when it gets a path it thinks the destination was the previous destination, so it returns that the path was “completed” before the agent actually gets there. This can cause agents to start on the next action since many are location based. This was clarified to possibly be a result of their large update method within GAgent that is using NavMesh’s SetDestination method. They suggest that the loop may be processing through again before the SetDestination has been fulfilled which can cause issues.

Distance Check

To solve this issue they decide to just have their own distance check for destinations. For this they just did a basic distance check between the agent’s position and its destination position.

Speeding Up the System

To help with the debugging process they simply sped up the entire game system. This can be done very easily by just setting Time.timescale to a value greater than 1.0 anywhere in your scripts. This is actually very handy to know and would be an insanely useful tool moving forward to add to a major static debugging script for any project that could be toggled and edited to help with various debugging processes (i.e. they just added that line to the GWorld class since it’s a systematic static class).

With all of these fixes and modifications in place, the system now appears to run rather smoothly and appropriately. It was working so well I tested adding another nurse agent to see how it would adapt and it continued to work flawlessly. The new nurse would properly grab patients that the other nurse was not treating and take them to a different cubicle to treat them, so there was no strange noticeable overlap of actions.

Taking a Break

Taking a Break

This tutorial looks at adding a Rest action to the nurses so they will sometimes take a break and move to the lounge area to regain energy to continue working. To begin, they added a small method within the nurse GAgent class to modify their beliefs every so often to add the exhausted state to them. This gets the exhausted state into the overall system to help start allowing it to control their actions.

They then added the new action named Rest which simply has a Postperform method for removing the exhaust state. This paired with adding a duration to this action is all that is necessary to provide a timed cool down for the nurse to remain out of commission for a time before coming back to action rested.

How they set it up the nurse agent’s are only able to rest if there is time (so either there are no patients or no available cubicles). So when there is only a single nurse and a lot of patients, the rest action is never seen. To show it working, they added several nurses (about 5) to the system. Once this was done, it could be seen that occasionally when a nurse was finished treating a patient they would go to the lounge area instead of directly to another patient. They would then come out of the lounge to grab a patient after being rested and having another action to perform.

Finally, they added the removal of the patient agents once they returned home just to keep the system cleaner. This was very simple as they just added Destroy(this.gameobject) to the Postperform method of the GoHome action.

The following is a quick link showing my finished GOAP tutorial project in action
Link to Video of My Completed GOAP Tutorial in Action

Summary

This overall tutorial was amazing for introducing me to a new AI system. I still need to look over some of the foundational interactions of the major classes, but I understand the system from a conceptual view pretty well now and it seems very useful as another AI option depending on your case.

The next to last class (Adding Goal Challenge) was very useful for understanding some of the issues you can run into and how to ensure the system runs smoothly and controlled. Understanding keeping the states very separated between the different actions/agents and the overall world state is crucial to make sure you do not get some nasty bugs. Then the speed up feature available in Unity is definitely something I need to take more advantage of when debugging in particular.

UnityLearn – AI For Beginners – GOAP – Implementing the Inventory System & Moving the Nurse

August 13, 2020

AI For Beginners

Goal Orientated Action Planning (GOAP)

Parts 12 and 13


Beginner Programming: Unity Game Dev Courses

Unity Learn Course – AI For Beginners

Implementing the Inventory System

Implementing the Inventory System

They begin this tutorial by adding another simple GAction to the patient agents named GetTreated. They follow this up by adding a WorldStates object to the GAgent class (named beliefs) as well as a WorldStates object in GAction that references the GAgent’s beliefs (similar to how the GInventory reference was passed between GAgent and GAction).

They then add some logic to the GAction GoToWaitingRoom to add the atHospital state to the beliefs of the GAction itself. Upon running it there is an error because the GPlanner has not been built to handle beliefs (the internal WorldStates of the GActions or GAgents). To solve this, they add a Node overload constructor to the GPlanner class to also take in a WorldStates reference to accept and use the beliefs as well in its planning process.

They left off with a challenge to add a GAction to the nurse agent to have them go to the same cubicle as the patient they are treating. In doing so, I created a new GAction named TreatPatient. This GAction used the same PrePerform method as the GetTreated GAction of the patient (which searched that GAction’s inventory for a gameobject tagged with “Cubicle” to set as that GAction’s target). The PostPerform method did not matter so it solely returns true (since it’s at the end of the actions).

This took care of the programming for the most part. I then had to add the GAction to the nurse agent and setup the the preconditions and after effects. This was as simple as using the previous action’s after effects (treatPatient) as the precondition and adding a new after effect to tie in as the state we wanted to add for the new goal (which I named patientTreated). Aligning this final after effect as a goal was done by going into the GAgent Nurse class and adding a new subgoal with this additional state.

While this did work, I was unsure how the target was properly obtained through the new GAction’s inventory with just the FindItemWithTag method. I did not fully understand how this new GAction had anything in its inventory already, let alone the proper cubicle used by the patient. I am hoping this is cleared up in the next tutorial.

Moving the Nurse

Moving the Nurse

They start by going through the challenge they left off with in the previous tutorial. Initially they use the same PrePerform method I used, which was from the GetTreated GAction. However they added several parts of logic to the PostPerform method. They added another state named TreatingPatient to keep track of how many patients are currently being treated and they added logic to add the cubicle used back to the overall pool of cubicle resources in the world when they were finished with it, as well as removing it from this object’s inventory itself.

Since these PostPerform methods are informing the world state and the amount of resources, they reiterate that it is important to make sure that this is only done once by a single agent to make sure the amount is kept accurate. For example, there could also be an opportunity to have the patient add the resources back to the world pool when they are done being treated, so just be sure you are not adding resources to the pool more often than planned.

Unfortunately this did not answer my question on how the GAction inventory is effectively passed throughout the GAction chain of events, so I will have to do some further investigating on my own. However, their approach was much cleaner and direct than mine which is good to learn from when adding these various GActions to the GOAP system.

Summary

The concept of the inventory system for the overall GOAP system is very nice, as it allows the designer to basically add anything into the system as a resource of sorts to inform and dictate the actions the agents perform. However I was having some trouble following exactly how the agents were able to keep track of the inventories as their is a global world inventory as well as individual inventory objects for the GAction and GAgent classes, so every single action and agent has their own inventory as well. It will take further investigation for me to truly understand exactly how everything is tied together.

UnityLearn – AI For Beginners – GOAP – Adding More Resources to the World

August 10, 2020

AI For Beginners

Goal Orientated Action Planning (GOAP)

Part 11


Beginner Programming: Unity Game Dev Courses

Unity Learn Course – AI For Beginners

Adding More Resources to the World

Adding More Resources to the World

The next step is setting up the use of the cubicles in the world. Similarly to patients, these cubicles act as a resource available to the agents. Therefore they must be monitored by the world state in some way to determine how many are available and which ones so they can be distributed properly when needed.

Setting this up was very similar to how the patient resources were. They added a queue of gameobjects to hold the cubicles in the GWorld class. This was a bit different as it also initialized full of resources, so the cubicles were immediately added to this queue (through FindGameObjectsWithTag) upon initialization. Then again similar to patients (except through the GWorld class itself instead of an action) a state was added to the WorldStates named “FreeCubicle” with a value equivalent to the number of cubicles.

Having these resources that are not other agents leads them to create a new class called GInventory to help organize and allocate these resources. The class created a list of gameobjects named items which effectively just stores whatever gameobjects may be needed as resources. The overarching GAgent class then had a GInventory added to it so all agents could access this pool or resources.

They then move on to the GetPatient GAction again to modify it to work with this new GInventory setup. They have added a gameobject named resource to hold a reference to a cubicle. The Preperform method of the GetPatient GAction now grabs a cubicle from the world state (if one is avaiable) and references it through this resource. If successful, it uses the WorldStates ModifyState method to reduce the “FreeCubicle” state by 1 through the following line:

GWorld.Instance.GetWorld().ModifyState(“FreeCubicle”, -1);

Similarly, the Postperform method of this GetPatient GAction now uses ModifyState to reduce the count of the “Waiting” state by 1 to account for the patient that is removed from the waiting status. Since every agent has a GInventory of their own now, this patient agent is given a reference to the same cubicle resource the nurse agent is using so that in the next steps they can travel to the same cubicle.

Summary

The addition of the GInventory adds another interesting avenue for organizing and allocating resources for the system to use. The following tutorials support the start of its utilization so I am interested to see how they further use this inventory system to properly maintain control of the resources of the world.

UnityLearn – AI For Beginners – GOAP – Creating a Multi-Step Plan & Plans That Require Multiple Agents

July 30, 2020

AI For Beginners

Goal Orientated Action Planning (GOAP)

Parts 9 and 10


Beginner Programming: Unity Game Dev Courses

Unity Learn Course – AI For Beginners

Creating a Multi-Step Plan

Creating a Multi-Step Plan

This tutorial begins linking multiple actions together to create more intricate action plans. To do so, they created a second GAction, GoToWaitingRoom. GoToHospital action was given an after effect of hasArrived and GoToWaitingRoom was given a precondition of hasArrived to give them a point to link together. GoToWaitingRoom was then given the after effect isWaiting, so that the goal given would match up with this second action’s outcome. This let’s the system take an input goal of isWaiting and deduce the plan of action to get there through these two actions.

Just to better visualize this demonstration, they created a basic spawner to consistently spawn in new patients to show that the newly created objects can follow the plans created properly as well.

Plans that Require Multiple Agents

Plans that Require Multiple Agents

I immediately had issues with this tutorial because they give a couple scripts directly to you for use in these next steps and they had compile errors in them that stopped me from progressing. These are the GAgentVisual and GAgentEditor classes. One of the first steps requires you to add the GAgentVisual component to the Patient game objects but I could not because of errors in the GAgentEditor class.

The issue was that it did not recognize the lists of preconditions and after effects within the GActions as KeyValuePairs. To resolve this, I modified them to go through the lists as WorldStates and just use those key values instead of the very direct Key values of a KeyValuePair. This at least removed the compile errors initially so I could progress.

This visualizer however is a nice addition. It lays out the individual agent’s plan as well as the preconditions and after effects throughout the process to help the designer keep track of what is going on behind the scenes. This is just generally helpful as well as a useful tool for debugging.

This tutorial begins to work with the nurse agents in the scene. Their first action is GetPatient, but it requires a precondition that is triggered by a change in the world state (beginning the idea of having plans involving multiple types of agents). This is done by adding the following line to the GoToWaitingRoom class:

GWorld.Instance.GetWorld().ModifyState(“Waiting”, 1);

To aid the nurses in keeping track of the patients, a queue of gameobjects holding the patient references was added to the overarching GWorld class. This gives a world state parameter to keep track of patients that the nurses can reference.

Getting the world states involved in the planning process has finally necessitated adding some logic to the Preperform and Postperform methods of the GActions. The patients GAction GoToWaitingRoom has a Postperform which informs the world state that more patients are waiting and adds them to the queue, while the nurses have a GAction GetPatient with a Preperform which checks if there are any patients in queue and sets their course for that target only if there is anyone waiting. This also begins the option of having plans “fail” because the goal cannot be met at this time.

Tutorial Progress Showing Patient and Nurse Agents in Action

Summary

These two tutorials have finally started showing the actual effects of this GOAP system. It shows how creating simple lists of actions can be done easily by the designer, as well as how much easier implementing world state AI is with this system. All of the data is nicely contained and distributed throughout the GActions, the GPlanner, GAgents, and the GWorld. I am excited to see how adding values to the different actions works out and how easily it is implemented on the design side.

UnityLearn – AI For Beginners – GOAP – Executing a Simple Plan

July 21, 2020

AI For Beginners

Goal Orientated Action Planning (GOAP)

Part 8


Beginner Programming: Unity Game Dev Courses

Unity Learn Course – AI For Beginners

Executing a Simple Plan

Executing a Simple Plan

This tutorial starts by actually implementing the newly created planner setup within the agents themselves. This involves creating a rather bulky LateUpdate method within the GAgents class which tries to handle all the possible cases of different states of having a planner and having actions to perform.

This LateUpdate can be broken down into four main sections:

  1. Continues running an action that is in progress
  2. Generates a plan and possibly an action queue if they are not already present in agent
  3. Removes goal and planner once entire action queue is used up
  4. Selects the next action in queue to start performing

They then created a new Patient class (which inherited from GAgent) to place on the patient agents and they created a new GoToHospital class (which inherited from GAction) to give this agent something to use with the planner. This was done to simply show the interaction of all these class types, the GAgent, GAction and GPlanner.

Summary

While brief, there is a lot going on in the GAgent class with this tutorial. I feel like having such a heavy Update type method (LateUpdate in this case) is not normally ideal, so there may be better ways to condense that section into separate methods or have other parts of the system help make some checks to support the GAgents class.

UnityLearn – AI For Beginners – GOAP – The GOAP Planner

July 21, 2020

AI For Beginners

Goal Orientated Action Planning (GOAP)

Part 7


Beginner Programming: Unity Game Dev Courses

Unity Learn Course – AI For Beginners

The GOAP Planner

GOAP Planner – Part 1

Planner starts by looking through all the achievable actions and finding which can be performed given the starting states from the first node. This can create the branches for the action network which will then continue to have actions connected to them (that satisfy the state conditions) until a chain is found that has a result which matches the initial goal.

GPlanner Class

The first major step of this class is creating the Plan method which returns a Queue of GActions (this will basically be the full list of actions that will be chosen to actual be acted out). This starts by making a List of usable GActions (those which satisfy the IsAhchieavable condition).

They then start a List of the newly create Node class objects, which acts as a more encompassing container for a GAction object. The most important data of which is the running cost of the entire branch of Node objects. This allows for the next step where they go through the list of Nodes (named leaves) to find the cheapest Node (which in turn is the cheapest path). The running cost is an assumption of the capabilities of the BuildGraph method they added in the middle of this process they have not yet defined.

Finally another List of GActions is created. This time the list is simply created by starting with the cheapest Node and following it back to the original Node through their parents contained within the Node class (this is basically a linked list, and also works similarly to the basic A* node/waypoint reading method I have worked with).

C# Note

When creating the Node helper class they made sure to create a new Dictionary and pass it the values from the other Dictionary since they wanted a new copy of that Dictionary. It is important to note that if you simply set the Dictionary equal to the other Dictionary that it becomes a pointer to that Dictionary as opposed to its own separate new Dictionary.

GOAP Planner – Part 2

This tutorial focuses on building the BuildGraph method for the GPlanner class. It is noted ahead of time that this method will strongly rely on recursion.

The BuildGraph method returns a bool value and has input parameters: Node parent, List leaves, List useableActions, and Dictionary goal. It begins by searching through the List of useableActions to determine which are achievable given the parent Node’s state.

For each achievable action, it creates a replica state of the parent Node’s state, searches through all the effects of that action (resulting states from performing the action), and adds any that are not already found in the current state to that replica state. This setup allows the method to predict what the chain of states would look like if it were to progress through these actions so it can determine a plausible entire chain of actions.

Using all of this information, a new Node object is created which receives the parent Node as its parent, the parent cost combined with the current action’s cost as its cost, the modified parent state as its currentState, and the action itself for its action.

Finally the recursion comes in to finish out the method. If the goal is achieved as indicated by the modified currentState outcome, the newly create Node is added to leaves, the true list of actions to perform. Otherwise, a new subset of actions is created from the full list of usableActions and passed into the BuildGraph method recursively (this subset simply removes the action it just tried since it was deemed ineffective). This continually shrinks down the list of actions to create the terminal condition for this recursive method. GoalAchieved and ActionSubset are two more methods used within this method to help with this final recursive step.

Summary

This section was very coding heavy and got deep into the core of creating the GOAP AI system. The GPlanner class is doing the heavy lifting of finding which actions are viable for an agent to perform and determining what chain of actions can get the agent from its initial world state to its final goal state it is aiming to achieve.

Indiecade Europe 2019 Talk – The Simple Yet Powerful Math We Don’t Talk About

July 7, 2020

Indiecade Europe 2019 Talk

Math in Game Dev

The Simple Yet Powerful Math We Don’t Talk About

Youtube – Link

By: Indiecade Europe


Presenter: Freya Holmér


Introduction

I am always interested to find new ways of using math within game development to produce fun and unique effects as well as for creating cool systems, so this talk sounded right up my alley. They focus on 3 major functions found in a lot of software as well as Unity: Lerp, InverseLerp, and Remap. While I have used Lerp pretty extensively already, I had never used the other two so covering all of them together was eye opening to see how many different ways they can be utilized for different systems.

Notes from Talk

Lerp

Lerp(a, b, t) = value

Lerp(a, b, t) where a is like the starting point, b is the end point, and t is a fraction, generally between 0 and 1. Lerp then outputs a blended value between a and b based on t. At t = 0, it outputs a, and at t = 1.0, it outputs b. t does not have to be a time value, it can be a value from anything. They show using values from positional data, so then your outputs are based on a location in space. Alpha blending literally just lerps pixels based on their alpha values to determine what to show when sprites are layered over each other.

Inverse Lerp

InverseLerp(a, b, value) = t

Just like how it sounds, this helps you find a t value based on some output Lerp value. They show an example of controlling audio volume based on distance using InverseLerp. Since it outputs values of t which are generally values between 0.0 and 1.0, you can use that t output as a multiplier for the volume. The a and b values placed in are the min and max distances (distances where sound stops getting louder even if you move closer, and distance where moving farther away can’t get quieter), and the distance is input as the “value”.

The InverseLerp example doesn’t particularly work well without clamping, so that’s the next feature that was covered. Some Lerp functions have clamping that can be applied, so keep this in mind when working with Lerps. InverseLerp can also be used to shrink a range down (again, with clamping in mind). So something like InverseLerp(0.3, 0.6, value) can compress a range so that everything that is 0.3 and lower becomes 0.0, everything at 0.6 and higher becomes 1.0, then the values in between become compressed between these new 0.0 and 1.0 values.

Color Elimination By Depth

InverseLerp can also be used separately on all three color channels (i.e. RGB) and this can be used to produce interesting color effects along with hue shifts that are difficult with normal gradients.

They cover how light color is affected by depth when traveling through water, showing a concise chart that shows how red light is lost quickly, green light is much slower, and then finally blue light lingers the longest, which gives the deep blue tones for the deepest water. Simply using this concept with Lerp and depth information, they created a pretty decent looking starting point for a water shader that was then prettied up with some extra effects (specular highlights, fog, and edge foam).

Remap

Remap(iMin, iMax, oMin, oMax, value) = ov

  • iMin and iMax are the input range
  • oMin and oMax are the output range
  • value is an input between iMin and iMax
  • ov is a value between oMin and oMax

Remap is like an all-in-one combination of Lerp and InverseLerp. To make that clear they showed the actual equivalent of Remap using these two.

t = InvLerp(iMin, iMax, value)
Lerp(oMin, oMax, t) = ov

Their examplpe for this was a health bar that changes color at certain value ranges (which is actually similar to something I had done in the past so Remap was a new way of approaching that I hadn’t seen before). The sample formula used for this was:

Remap(20, 50, Color.Red, Color.Green, health) = color

With inherent clamping, this makes the health bar pure red at 20 health and below, pure green at 50 health and above, then a blend of red and green at values between 20 and 50.

Other Examples

Some other examples they cover for Remap were:

  • Stats based on level (which can be useful unclamped so it will continue to grow)
  • Explosion damage based on distance (most likely want clamp since it could cause effects like healing very far away without it)
Simple Math Breakdown Behind the Functions

float Lerp(float a, float b, float t){
return (1.0f – t) * a + b * t;
}

float InvLerp(float a, float b, float v){
return (v – a) / (b – a);
}

float Remap(float iMin, float iMax, float oMin, float oMax, float v){
float t = InvLerp(iMin, iMax, v);
return Lerp(oMin, oMax, t);
}

They finally show a very complicated looking equation that is actually the equation behind Bezier Curves that are commonly found in any graphical software. They explain that a Bezier Curve is effectively just several Lerps of creating points and drawing lines between those points, between each point that is actually drawn by the user.

Summary

Covering Lerps is always interesting because there’s always a new way to learn how to utilize them. Learning about InverseLerp and Remap as well was very beneficial to me though, and they are covered in a very easy to understand way here that make it easy to look and implement them right away in my current or next projects. I actually have built systems already that I can think of using these tools (like the color range clamps for health bars) so I believe these will be very useful moving forward.

Overview of Hyperbolic and Spherical Space with Non-Euclidean Geometry

July 6, 2020

Non-Euclidean Geometry

Hyperbolic and Spherical Space

Non-Euclidean Geometry Explained – Hyperbolica Devlog #1

Youtube – Link

By: CodeParade


Introduction

I just find weird and interesting ways to apply math concepts interesting so I wanted to note this video I came across here. It covers the most basic principles of some non-Euclidean geometries and tries to explain them as simply as possible (which will still take several watches for me to truly grasp). The extra mathematical concepts they cover such as how these geometries change the formulas for circumference and area of a circle or the area of a triangle are really cool and it would be a fun challenge to explore how to use these effectively in a game space.

Speaking of, they actually mention a roguelike game that tries to use hyperbolic space as the environment for the player which can be found here (it can be downloaded freely at this time as well):
Hyper Rogue Site

Unity Isometric Tilemap Basics

July 1, 2020

Unity 2019

Isometric Tilemap

MAKING ISOMETRIC TILEMAP in Unity 2019! (Tutorial)

Youtube – Link

By: Sykoo


Introduction

My friend was interested in isometric art pieces recently so I got looking into them and became curious myself as to how to work with them in Unity. I had seen it was a feature before, so I just wanted to find a decent source to look back on the topic when I got an opening. This video looks like it covers the full basics pretty well with setting all the proper settings as well as exploring some of the different options you have to place the tiles at the correct elevations with proper visual blocking.