Tower Defense Tutorial – Brackeys – Ep. 06, 07

January 26, 2019

Tower Defense Tutorial

Episode 06 – Turrets

Youtube – How to make a Tower Defense Game (E06 BUILDING) – Unity Tutorial
Youtube – How to make a Tower Defense Game (E07 CAMERA) – Unity Tutorial

By: Brackeys
Ep. 06

This tutorial covers the user interactions with the node spaces. We started with an OnMouseEnter and OnMouseExit methods. These simply changed the color of the node when hovering the mouse over the node object.

A BuildManager script was created and added to the GameManager object in the game to help dealing with building turrets. We want to access this to handle the building of turrets. The BuildManager used a basic singleton pattern. To do this, we created a public static BuildManager variable called instance within the BuildManager script itself. This will effectively reference itself. In the Awake method, we just set instance equal to this.

Building a turret just used the basic instantiation setup again. The only slight difference is that the node script references the BuildManager script to determine what turret to build (will be more useful in the future with different turret types).

SUMMARY

  • OnMouseEnter and OnMouseExit very straightforward Unity methods for dealing with hovering mouse actions.
  • Learn more about Singleton pattern and why it’s useful
  • Basic color change on hover setup: store original color at start; change color during action (i.e. OnMouseEnter); change back to stored original color after event
  • Easy to access public singleton-like class and its methods with the instance = this setup; Just {name of script}.instance.{name of method}()
  • Setting a Color variable as public in Unity editor just lets you select any color with normal color selection palette
Ep. 07

This tutorial focused on creating the camera controller. It was created in sort of an RTS style. This would be down on keypress, using if (Input.GetKey(“w”)), which would then perform a transform.Translate(). Translate is an easy way to move objects without any need for physics.

To go with typical RTS camera movement, we wanted to move the camera around when the player has the mouse cursor around the edges of the screen. We started with Input.MousePosition, which registers the screen position of the mouse relative to the bottom left corner. This method of tracking the mouse obviously varies with the screen size, so it is a good idea to use this in conjunction with references to the screen size (i.e. Screen.height) as opposed to hardcoded values. We didn’t want to require the mouse to be at the complete border of the screen to move the camera, so we added a panBorderThickness variable to subtract from the screen dimension variables to create an area near the border of the camera where the movement would apply.

The camera movement buffer zones become the following:

  • Top: mousePosition.y >= Screen.height – panBorderThickness
  • Top: mousePosition.y <= panBorderThickness
  • Top: mousePosition.x >= Screen.width – panBorderThickness
  • Top: mousePosition.x <= panBorderThickness

We also added a zooming effect. It can feel extra nice if you rotate the camera relative to its zoom. There is an extra amendment to this tutorial for this effect. This will use the scroll wheel. It is treated more similarly to a joystick, where you use Input.GetAxis. You can find the reference name of the mouse scroll wheel in Project Settings -> Input. Finally, to restrict the zooming values, we created a min and max value and used Mathf.Clamp to limit that.

Unity Forum Link – More Information for Nicer Camera Controller

SUMMARY

  • transform.Translate() good for non-Physics based movement
  • Use Screen.Height and Screen.Width with a border buffer to create zones of mouse position to move camera in RTS-style
  • Create min/max values for camera distance so it doesn’t fly away from game

Tower Defense Tutorial – Brackeys – Ep. 05

January 25, 2019

Tower Defense Tutorial

Episode 05 – Turrets

Youtube – How to make a Tower Defense Game (E05 SHOOTING) – Unity Tutorial

By: Brackeys
Ep. 05

This tutorial starts adding the shooting logic to the turrets. It begins with a basic setup to have a fire rate/firing cooldown based on a timer subject to Time.deltaTime. It then gets into some variable organization where they are situated in a way that makes more sense and adds in headers for clarification in the Unity editor. Creating a header just requires this: [Header(“Header Name”)]. This really nicely separates the variables in the editor, as it sections them off along with the title at the top of that block of variables.

The bullets for the turret are created with a basic Instantiation. However, since we want to reference the bullet instantiated in someway, we set it equal to a GameObject variable. This also requires “object casting”, so the instantiation has (GameObject) in front of it. I need to look into object casting.

This required more instances of destroying gameObjects, and again the tutorial adds the return command afterward to make sure to account for the processing time needed to destroy an object. I need to look into proper use of “return” in Unity scripting.

Determining if the bullet hit the target used an interesting method. The vector between the bullet and its target was determined each frame in Update as normal, but instead of using this solely for directional purposes by normalizing it, the distance (magnitude) was used to determine collision. Another variable, distanceThisFrame, was created and was just the bullet’s speed * time.deltatime. This would determine how far the bullet should move this frame. This was compared with that directional vector between the bullet and the target, and if the distance between them was less than the distance the bullet should travel, it was determined the bullet should collide. I think this specifically works better with a “homing” style projectile, since this means the target moving out of the way isn’t really an option anyway, and it constantly wants to update direction anyway.

They created a simple particle effect to go with the bullet collision. They treated this similarly to the instantiation of the bullet. The particle effect was instantiated as a new gameObject variable, and cast as a gameObject. This was then immediately referenced the next line to Destroy it after a time (after its duration basically). This is a good way to keep your scene clean with instantiated particle effects so they don’t linger as gameObject even after they appear to be gone.

SUMMARY

  • Headers are fantastic for keeping public variables organized in the Unity editor.
  • Destroying gameObjects can take processing time, so using return in conjunction can help keep code safe and do what you expect.
  • Look into proper use of “return;” command.
  • Look into “casting to GameObject”
  • Instance particle effects as gameObject variables to reference to easily destroy them so they do not clog scene

Tower Defense Tutorial – Brackeys – Ep. 04

January 24, 2019

Tower Defense Tutorial

Episode 04 – Turrets

Youtube – How to make a Tower Defense Game (E04 TURRETS) – Unity Tutorial

By: Brackeys
Ep. 04

This starts the creation and implementation of the turret objects.

Use OnDrawGizmosSelected to show important editor information when an object is selected. In this case, DrawWireSphere was used and it showed a wireframe of a sphere with a radius corresponding to the range of the turret.

Wanted turret to update to find targets to fire at, so method UpdateTarget was created. This is going to be relatively expensive using distance checks so it was made as a separate “Update” method so we could run it much less than every single frame. This method was then called in Start with an InvokeRepeating call, which lets you set a time to start running, and a time interval to repeat the method.

Rotating the turrets required usage of Quaternions. First, the direction was obtained with a simple Vector3 between the object and target. This was converted to a Quaternion variable with Quaternion.LookRotation(). It was then converted back to an angular measurement, which was another Vector3 variable that took the Quaternion and just applied .eulerAngles to it. Finally, that angular value was passed specifically to the transform’s rotation value as a Quaternion.Euler rotation vector (which we just passed the y portion of our rotation vector to the y portion of this rotation vector). So keep in mind dealing with angular movement may require lots of back and forth with angles and quaternions.

PROBLEMS

There was an issue where the turret rotation was off by 90 degrees, so the tutorial solved this by separating out the prefab and rotating the rotationPoint(partToRotate) that was an empty parent object of the intended object needing rotation by -90. The child/parent relationship was then put back together and the prefab was reassembled. I decided to just add 90 degrees to the y rotation of partToRotate in the script when assigning the rotation and this worked fine. However, when we changed the method to add a Lerp for the rotation, this broke my solution. This makes sense because the Lerp wanted to go between the partToRotate original rotation and the new rotation, neither of which had my additional 90 degrees in it. Then when it would go to assign the new partToRotate.rotation with my additional 90 degrees and go back to Lerp again, the value was then way out of the original range. This gave a crazy looking jittery effect. This has taught me that I don’t understand Quaternions at all and will need to look into those in the future.

Tower Defense Tutorial – Brackeys – Ep. 01, 02, 03

January 23, 2019

Tower Defense Tutorial

Episode 01 – 02 – 03

Youtube – How to make a Tower Defense Game (E01) – Unity Tutorial
Youtube – How to make a Tower Defense Game (E02 Enemy AI) – Unity Tutorial
Youtube – How to make a Tower Defense Game (E03 Wave Spawner) – Unity Tutorial

By: Brackeys
Ep. 01

Created all the nodes in grid that make up the map. Created the ground out of scaled cube objects as well. Added start and end location as simple cubes for now.

Ep. 02

Creating the enemy AI with waypoints. A static transform array was created to contain all of the locations of the waypoints. There was an issue where we got an “index out of range” error because the enemy was looking for another waypoint to go to when it was supposed to be destroyed. It was being destroyed, but since that can take the computer some time to do, it was continuing into the next lines of code before the object was completely destroyed. To solve this, a return; line was added in the if statement for destroying the object to ensure that process finished before doing the rest of the code.

Ep. 03

This was creating the wave spawner for the enemies. The spawner needs a timer to control how often and when it releases waves. The approach used here was a countdownTimer that was reduced by time.deltatime in the update method.

Enemies however were being spawned directly on top of each other all at once for each wave. Coroutines were the choice to resolve this issue. Coroutines are useful to run functions separately and side by side with the main functionality of the code.

Field of View Tutorial with Mask Shaders

January 22, 2019

Field of View

Tutorial – E03

Youtube -Field of view visualisation (E03)

By: Sebastian Lague

This tutorial ties the Field of View (FoV) series in with shaders. These shaders block everything from rendering except what is viewed by the player character. The shader scripts actually had barely anything added to them, and I’m not completely sure what they did.

The shaders were both Standard Surface Shaders. A Stencil method was added into the SubShader section of both. In StencilMask, this method was just:
Ref1
Pass replace
In StencilObject, it was:
Ref 1
Comp equal
The only other additional code was in StencilMask, which was adding “Queue” = “Geometry-100” to the Tags, then ColorMask 0, and ZWrite off.

SHADER PROGRAMMING TERMS

  • ”Queue” = “Geometry-100”

    So these tags are terms that represent integer values that determine what is rendered first. Geometry has an integer value of 2000, and is the base for most opaque objects, so choosing “Geometry-100” will make whatever this shader is applied to render before anything labeled as just Geometry (like most opaque objects) as it will now have a value of 1900.

  • ColorMask 0

    ColorMask sets color channel writing mask. Writing ColorMask 0 turns off rendering to all color channels. Not sure exactly what this ends up doing.

  • Stencil

    The Stencil Buffer is a general purpose per pixel mask for saving or discarding pixels.

  • Ref 1

    This is the value each pixel is compared against and/or value to be written to the buffer.

  • Comp equal

    Comp compares the reference value to the current contents of the buffer.

  • Pass replace

    A Pass block renders geometry of a GameObject once. This determines what to do with the contents of the buffer if the stencil test passes (which might go with the Ref). Replace writes the value into the buffer.

ATTEMPTED SUMMARY

StencilObject is placed on the materials to all of the GameObjects, like the obstacles, the ground and the targets. This makes them render completely black. Then the StencilMask is applied to the ViewVisualization material of the player’s vision, and this “uncovers” the objects in vision by allowing them to render normally (removing the internal mask the objects are placing on themselves).

StencilObject creates a reference value of 1, then compares to that value. So it should only render pixels whose value equals 1, the reference value in the buffer. StencilMask has a Pass replace command, so this apparently writes the Ref value directly to the buffer. So this is writing the value 1 to the buffer. For some reason, this renders just before standard Geometry queue objects, and there is a ColorMask 0. This will require more shader knowledge in the future for me to understand fully.

PROBLEMS

For some reason, my ground plane was fading out on the edges. The outter edges would actually fade so much they completely blended into the background as the exact same color. I know the ground was still there as I could see it in the editor and the player did not fall when walking on the invisible ground area, but it just did not appear. Changing the Directional Light color to black fixed this for some reason, so there appears to be some strange interactions with these shaders and the lighting in the scene.

List of Tower Defense Tutorials for Unity

January 21. 2019

List of Tower Defense Tutorials for Unity

How to make a Tower Defense Game (E01) – Unity Tutorial

By: Brackeys

This is the start of a 28 episode series for creating a tower defense game from scratch. It is mostly 3D, although the game plays in a 2D environment.

0.0 Unity Tower defense tutorial – Introduction

By: inScope Studios

This is a 2D sprite tower defense game that uses tiles/grids to create its levels and environment. It also includes a lot of nice smaller tutorials along the way like creating a loading screen, some options screen elements, hovering for information boxes, etc.

1 Hour Programming: A Tower Defense game in Unity 3d [Tutorial]

By: quill18creates

This is a quick “speed run” of creating a basic tower defense game just to see if the creator could get one up and running in about an hour. This may not have the best practices, but can be good for finding some of the bare minimum requirements for getting a tower defense game off of the ground.

Recap – Week of January 13 to January 20

January 20, 2019

Recap – Week of January 13 to January 20

Thesis Work

Continue to search for some research on the general term of “game mechanics” to solidify the use of its definition as well as determine the components that make for interesting variable mechanics.

Terminology to Look Into – Programming

Structs

Structs were a big part of the field of vision tutorials, and I still don’t fully understand how to utilize them. They are structured data containers that can hold many types of variables to use over and over, but I’m not sure if there’s more to them to help utilize them, especially for games. Could help to look into a tutorial where there are characters or enemies with stats (i.e. RPGs), or a pokemon-like tutorial (well, also under RPG).

Field of Vision Recap

Youtube – Field of view visualisation (E03: stencil shader)

By: Sebastian Lague

To start, I just wanted to include that there is a 3rd part to this tutorial series I would like to get to. The field of view (FoV) tutorial was really useful for learning several aspects of Unity programming overall. I learned more about creating Editor elements for making your scripts into more designer friendly tools. I was still getting some weird interactions with the GetAxisRaw command I need to look into. This was also a nice refresher on generating meshes within script, but the extra twist of tying it in with raycasts was something interesting, new and useful.

Learning Foundations of Unity Shaders

My Blog – Learning Foundations of Unity Shaders

This was my first time learning about shaders and getting into the Shader Language and scripting anything, so I was introduced to a lot of new concepts and terminology. I covered it pretty extensively in the blog post, so I just relinked it here. These tutorials made by Unity in several steps are usually very informative conceptually as well as programmatically.

Quadtree and Octree

These data structures for use in games seem like they could be very useful for some things I am interested in since they seem like they can be pretty computationally beneficial if you want to have wide reaching field forces interacting between many different objects. I will still need to do more research into this, as well as find more tutorials as they were hard to find.

Intro to Quadtree and Octree in Unity

January 19, 2019

Quadtree and Octrees

Intro to Oct/Quadtree Data Structures

These sources begin to explain what quadtree and octree systems are and their potential uses in a game environment. There are a few tutorials attached as well explaining how to set them up with programming. Searching for these topics did not turn up a lot, but these few sources seem to be good starts.

Youtube – Lets Make an Octree in Unity

By: World of Zero

This is a basic approach to just setting up an Octree system in Unity in general.

Youtube – Building the Quadtree – Lets Make 2D Voxel Terrain – Part 1

By: World of Zero

This is the result of a challenge to the creator to make a Worms-style terrain destruction system. This would be approached by creating a 2D voxel system.

Youtube – Coding Challenge #98.1: Quadtree – Part 1

By: The Coding Train

This video gives a very good conceptual introduction to what a quadtree really is and the uses of it in programming. It then sets up how to create one in javascript.

Learning Foundations of Unity Shaders

January 18, 2019

Intro to Shaders in Unity

Glitchy Man Material

Unity3D – Live Training Session: Writing Your First Shader In Unity

This tutorial was pulled from the tutorial list I created January, 17th (“Assorted Unity Tutorials – Structs, Shaders, and Unity Architecture”). IT not only introduced me to the core components that make up a shader in Unity, it also covered a lot of terminology and behind the scenes information to give me a better foundational understanding of how shaders operate.

Types of shaders you can create in Unity:
  • Surface Shaders: code generation approach that’s easier to write lit shaders than using low level vertexe/pixel shader programs
  • Unlit Shaders: don’t interact with Unity lights, useful for special effects
  • Image Effect Shaders: typically postprocessing effect that reads source image, does calculations, and renders result
  • Compute Shaders: programs run on graphics card, outside normal rendering pipeline; used for massively parallel GPGPU algorithms or accelerate parts of games rendering
Explaining Basic Shader Script

Shaders go onto a material. Determines how a material is rendered. Standard for Unity shader uses Shader Language. The Properties block is similar to public variables in Unity, as they can be seen in editor. The Pass block is where script passes logic to renderer. Tags explain how it wants to be rendered. The two structs (data functions) pass into main functions. These are the vertex function (vert) and the fragment function (frag).

Core Terminology for Shader Scripts
  • Vertex Function: takes shape of model and potentially modifies it; gets the vertices of model ready to be rendered; converts form object space to clip space (relative to camera); result goes to fragment function
  • Fragment Function: applies color to shape output by vertex function; this paints in the pixels
  • Property Data: colors, textures, values set by user in inspector
  • LOD (Level of Detail): this goes with how detailed object is (usually associated with idea in games where closer objects have higher detail and far objects have low detail)

Shaders do not use inheritance. Most classes in Unity start as Monobehavior, which gives you a lot of nice base functions. Shaders need that included, which is what the line { #include “UnityCG.cginc”} is for. This includes the use of a bunch of helpful helper functions.

Two important structs: appdata and v2f. appdata passes in information of vertices of 3D model. These are passed in in a packed array (variable with 4 floating point numbers: x, y, z, w). POSITION is a semantic binding, this tells shader how something will be used in rendering. V2f is short for “vert to frag”.

Coordinate system translations:

Local space -> World Space -> View Space -> Clip Space -> Screen Space

Looking into fragment sections

Fixed4 can either be: x,y,z,w or for color, r,g,b,a. Created a variable _TintColor in properties, which showed up in Unity inspector under the Unlit_Hologram material. This then needed to be used in the CGPROGRAM to actually do anything. We added this color to the fixed4 col found in fixed4 frag, which “adds” the colors together.

Making a transparent Shader

First, changed RenderType in Tags from Opaque to Transparent. Also needed to add “Queue” = “Transparent” here, as the order things are rendered is also important. Because of this, you want other things rendered before rendering the transparent thing because you want the transparent thing rendered “on top”. There are several primary queue tags that exist for rendering order. The following is the order of rendering generally, from first to last.

Primary Queue Tags for Render Order:
  • Background (first, back)
  • Geometry (Default)
  • AlphaTest
  • Transparent
  • Overlay (last, top)

Add ZWrite Off keyword. Tells us to not render on the depth buffer. This is usually done for non-solid objects (i.e. Semi-Transparent).

Displacing vertices and clipping pixels

Using the function “clip” in frag function to clip out pixels within a certain threshold. Adding sin function along with several variables (Speed, Amplitude, Distance, Amount (Multiplicative Factor)) into vertex function to move vertices around in object space, relative to the object. This is done before passing into the frag function. _Amount was a factor in a range between 0 and 1 just to control how much the shader effect was happening. The amount was important for the C# script used to control the effect on a time based interval. The C# script, HoloManGlitcher, could access the variables within the shader script. This was done simply through the material. (i.e. holoRenderer.material.SetFloat (“_Amount”, 1f); )

Assorted Unity Tutorials – Structs, Shaders, and Unity Architecture

January 17, 2019

Unity Tutorial Assortment

Structs, Shaders, and Unity Architecture

Youtube – HOW TO MAKE COOL SCENE TRANSITIONS IN UNITY – EASY TUTORIAL

By: Blackthornprod

Youtube – Beginning C# with Unity – Part 15 – Structs

By: VegetarianZombie

Youtube – Reduce Garbage Collection in Unity with Structs

By: Unity3d College

Youtube – Unity Architecture – Composition or Inheritance?

By: Unity3d College

Youtube – Shaders 101 – Intro to Shaders

By: Makin’ Stuff Look Good

Unity3D – Live Training Session: Writing Your First Shader In Unity

By: Unity

This is juts a list of some useful resources of tutorials for some things I would like to get around to soon. They cover some basic functionalities of Unity, as well as some more in depth programming concepts to help aid in building my code.