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Make a fully functional calculator in Unity not only for VR, Part I

DameDev.tv

I have also prepared a starter package for you, which includes meshes, textures, materials, and a prefab with an assembled calculator using these assets. In the TMP Importer window, click on "Import TMP Essentials" Finally, expand the Calc game object in the Hierarchy tab. Now, let's write our Press method.

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Unreal Engine 5 FPS: Create A Zombie Horde Shooter

Awesome Tuts

You can download the assets and the complete project for this tutorial by clicking on the button above. We’ll start with the Player_Character folder: Inside the Player_Character folder Right Click and create a new blueprint: The parent class is going to be Character: Name the blueprint BP_Player and open it in the editor window.

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

Since we previously did not version our Android plugin systems, this new one is now labelled v1 , and is the starting point for the modern Godot Android ecosystem. The Android plugin documentation has been updated with instructions on how to write plugins for this new system. Better handling of Variant s pointing to released Object s.

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

A shader is a script where you write code that determines how the colors will be rendered based on various scenarios like lighting and material configuration. Inside of that folder Right Click -> Create -> Shader -> Standard Surface Shader: Give the shader script name SeeThrough and open it in Visual Studio.

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ).

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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Physics: Improved logic for KinematicBody collision recovery depth ( GH-53451 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add new 3D point light attenuation as an option ( GH-52918 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ).

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