Generated by All in One SEO v5.0.0.1, this is an llms.txt file, used by LLMs to index the site. # HNGamers Expand your Knowledge ## Sitemaps - [XML Sitemap](https://hngamers.com/sitemap.xml): Contains all public & indexable URLs for this website. ## Posts - [News](https://hngamers.com/news/) - [Lesson 1 — What C# Actually Is](https://hngamers.com/lesson-1-what-c-actually-is/) - Prerequisites Before starting, you’ll need: Unity Hub (free from unity.com/download) An IDE: Either Visual Studio (recommended for Windows, free Community edition) or JetBrains Rider (cross-platform, paid but excellent). Unity Hub will prompt you to install Visual Studio during setup if you don’t have an editor yet. What C# Actually Is If yo Read - [Procedural Generation of 2D Tile Maps in Games](https://hngamers.com/procedural-generation-of-2d-tile-maps-in-games-2/) - Introduction Procedural content generation allows game developers to create diverse, replayable environments without manually designing each level. In this tutorial, we’ll cover a step-by-step method for generating a cave-like 2D map using cellular automata and show how to integrate the result into your engine of choice. We’ll touch on: Representing your map in code Seeding - [Sphere with Plane and Polygon Collision Detection](https://hngamers.com/sphere-with-plane-and-polygon-collision-detection-2/) - window.WIZ_global_data = {"HiPsbb":1,"MUE6Ne":"youtube_web","MuJWjd":false,"UUFaWc":"%.@.null,1000,2]","cfb2h":"youtube.web-front-end-critical_20250811.10_p0","fPDxwd":[],"iCzhFc":false,"nQyAE":{},"oxN3nb":{"1":false,"0":false,"610401301":false,"899588437":false,"772657768":false,"513659523":false,"568333945":false,"1331761403":false,"651175828":false,"722764542":false,"748402145":false,"748402146":false,"748402147":false,"333098724":false},"u4g7r":"%.@.null,1,2]","vJQk6":false,"xnI9P":true,"xwA Read More GameDev.net Articles - [Capsule Collision Detection Tutorial](https://hngamers.com/capsule-collision-detection-tutorial-2/) - window.WIZ_global_data = {"HiPsbb":0,"MUE6Ne":"youtube_web","MuJWjd":false,"UUFaWc":"%.@.null,1000,2]","cfb2h":"youtube.web-front-end-critical_20251103.10_p0","fPDxwd":[],"iCzhFc":false,"nQyAE":{},"oxN3nb":{"1":false,"0":false,"610401301":false,"899588437":false,"772657768":false,"513659523":false,"568333945":true,"1331761403":false,"651175828":false,"722764542":false,"748402145":false,"748402146":false,"748402147":true,"824648567":false,"824656860":false,"333098724":false},"u4g7r":"%.@.null,1,2 Read More GameDev.net Articles - [Manual, mipmapped atlas texture wrapping on lower-end mobiles (WebGL1/GLES 2)](https://hngamers.com/manual-mipmapped-atlas-texture-wrapping-on-lower-end-mobiles-webgl1-gles-2-2/) - Trim sheets are texture atlases that wrap around on one axis (so they only contain one texture on that axis, allowing it to wrap around in one direction), allowing for reduced geometry complexity and more performance, but they only work one way. True atlases or tilemaps lose the standard texture coordinate wrapping altogether when you - [Procedural Generation of 2D Tile Maps in Games](https://hngamers.com/procedural-generation-of-2d-tile-maps-in-games/) - Introduction Procedural content generation allows game developers to create diverse, replayable environments without manually designing each level. In this tutorial, we’ll cover a step-by-step method for generating a cave-like 2D map using cellular automata and show how to integrate the result into your engine of choice. We’ll touch on: Representing your map in code - [Sphere with Plane and Polygon Collision Detection](https://hngamers.com/sphere-with-plane-and-polygon-collision-detection/) - 0&&ua.indexof("edge")!doctype> Read More GameDev.net Articles - [Manual, mipmapped atlas texture wrapping on lower-end mobiles (WebGL1/GLES 2)](https://hngamers.com/manual-mipmapped-atlas-texture-wrapping-on-lower-end-mobiles-webgl1-gles-2/) - Trim sheets are texture atlases that wrap around on one axis (so they only contain one texture on that axis, allowing it to wrap around in one direction), allowing for reduced geometry complexity and more performance, but they only work one way. True atlases or tilemaps lose the standard textur Read More GameDev.net Articles - [Capsule Collision Detection Tutorial](https://hngamers.com/capsule-collision-detection-tutorial/) - 0&&ua.indexof("edge")!doctype> Read More GameDev.net Articles - [How to Build a Paper Prototype for Your Game](https://hngamers.com/how-to-build-a-paper-prototype-for-your-game/) - Prototyping is one of the fastest, cheapest, and most effective ways to test your ideas. Before you write a single line of code, you can already test your game idea.Paper prototypes are one of the fastest, cheapest, and most effective ways to explore whether your concept has potential. Instead of getting lost in assets, - [Unreal Engine 5.6 is now available](https://hngamers.com/unreal-engine-5-6-is-now-available/) - Build bigger open worlds and create animations and MetaHumans faster with Unreal Engine 5.6. - [Unreal Fest Orlando 2025](https://hngamers.com/unreal-fest-orlando-2025/) - Unreal Fest Orlando 2025 is coming! Get your tickets and buckle up for over 190 inspiring sessions across ten industry tracks. This year, for the first time ever, the State of Unreal will take place from Unreal Fest too—don’t miss it. - [Highlights from the Unreal Fest Stockholm opening session](https://hngamers.com/highlights-from-the-unreal-fest-stockholm-opening-session/) - We hit the ground running at Unreal Fest Stockholm with a peek at UE 5.7, new features for Fortnite developers, and an expansion of the Epic Developer Assistant. - [Unreal Fest Stockholm 2025](https://hngamers.com/unreal-fest-stockholm-2025/) - The countdown to Unreal Fest Stockholm 2025 has started! Tickets have now sold out—strap in for around 80 fascinating sessions spread across eight industry tracks. - [Missed the State of Unreal? Catch up here.](https://hngamers.com/missed-the-state-of-unreal-catch-up-here/) - And that’s a wrap! We had a blast at this year’s State of Unreal—it was awesome to host it at Unreal Fest for the first time. Huge announcements on The Witcher 4 Unreal Engine 5 Tech Demo, the latest UE 5.6 news, big updates to MetaHuman and exciting IP coming to UEFN made for a spellbinding show. - [MILES AND FLOWERS | Award-Winning Animated Short](https://hngamers.com/miles-and-flowers-award-winning-animated-short/) - I started this two years ago because I wanted to tell a small story that mixes drama with a bit of funny so it stays easy to watch. I made it in Unreal from the first blockout to the final cut. Wor… - [The Fab October Flash Sale is now on!](https://hngamers.com/the-fab-october-flash-sale-is-now-on/) - Get up to 70% off thousands of assets in the Fab October Flash Sale! The sale starts at 10 AM ET on October 15 and runs until 5 PM ET on October 19. Check out some of the sale highlights here. - [Cinematic Trailer For A Game That Doesn't Exist](https://hngamers.com/cinematic-trailer-for-a-game-that-doesnt-exist/) - BEYOND BLESSED to not only get 40,000 views in a month but to see hundreds of positive comments from people being excited and wanting to know more about an original IP I am creating. It makes me so happy to… - [Unreal Engine 5 helps Frogwares deliver a different sort of horror in The Sinking City 2](https://hngamers.com/unreal-engine-5-helps-frogwares-deliver-a-different-sort-of-horror-in-the-sinking-city-2/) - Frogwares detail how UE5 helped them create Lovecraftian nightmares while combining survival horror gameplay with investigation mechanics for ‘The Sinking City 2’. - [How an indie animation team of four uses UE5 to produce BellyFant](https://hngamers.com/how-an-indie-animation-team-of-four-uses-ue5-to-produce-bellyfant/) - BellyFant is the star of a popular children’s show on YouTube that has garnered over 50 million views. Discover how an indie team of just four uses Unreal Engine to produce the animated shorts—and how they’ve rediscovered the fun in animating to boot. - [Steps to Make a Simple Game in Unity](https://hngamers.com/steps-to-make-a-simple-game-in-unity/) - Ah, Flappy Bird – the game that had us all glued to our screens, guiding that little bird through pipes, only to see it hilariously face-plant “BoNk” one second later. Good times, right? Now, if you’re diving into game development, Flappy Bird is basically the ‘hello world‘ of the gaming universe. It is the - [Introducing LaneGraph: The Ultimate Road Network Solution for Unity](https://hngamers.com/introducing-lanegraph-the-ultimate-road-network-solution-for-unity/) - Game developers and simulation creators! Are you tired of wrestling with complex road systems that don't look or behave realistically? I'm excited to share LaneGraph - a powerful, lightweight lane-based navigation system that will transform how you create road networks in Unity. See for yourself why developers are switching to LaneGraph for their road - [A Quick Lesson in Velocity and Speed](https://hngamers.com/a-quick-lesson-in-velocity-and-speed/) - Velocity and Speed Many a student has asked me how to make something move on screen through coding. I think that they are really asking me for the answer, but sadly (for them) I give them the lecture … and now you get it, too! It’s not hard. In fact, I could give you - [Ai image to 3D Game ready model and animation in 3 minutes](https://hngamers.com/ai-image-to-3d-game-ready-model-and-animation-in-3-minutes/) - 0&&ua.indexof("edge")!doctype> Read More GameDev.net Articles - [Buildings destruction for RTS games](https://hngamers.com/buildings-destruction-for-rts-games/) - Hello dear readers! I've been working on my RTS game for about 3 years, using my personal game engine, and one of the things I'm really happy with is the way buildings are demolished, have a look - Read More GameDev.net Articles - [Godot 4.3 Speedometer , odometer , gas meter tutorial's.](https://hngamers.com/godot-4-3-speedometer-odometer-gas-meter-tutorials/) - 0&&ua.indexof("edge")!doctype> Read More GameDev.net Articles - [Automatic Tutorial Creation for Unity | No AI | No more time waste](https://hngamers.com/automatic-tutorial-creation-for-unity-no-ai-no-more-time-waste/) - Creating in-game tutorials is a necessary yet often tedious task for developers. Players dislike forced guidance, and developers dread the hours spent scripting step-by-step instructions. Automatic Tutorial Maker (ATM) for Unity solves both problems by automating tutorial creation while ensuring clarity. Read More GameDev.net Articles - [Building a simple, lightweight, pure ECS in Javascript.](https://hngamers.com/building-a-simple-lightweight-pure-ecs-in-javascript/) - Read More GameDev.net Articles - [Unreal Engine: Creation of Parallax Occlusion Mapping (POM) in details](https://hngamers.com/unreal-engine-creation-of-parallax-occlusion-mapping-pom-in-details/) - It’s still a problem understanding such a complex approach in materials like POM and we’ll try to deeply understand how to use POM and as short as possible. Also we’re going to explain what each node does and why we use each one of them. Let’s start with what materials are in Unreal En - [Save and Load System for Godot 4 – Tutorial](https://hngamers.com/save-and-load-system-for-godot-4-tutorial/) - Read More GameDev.net Articles - [Irregular shadow mapping](https://hngamers.com/irregular-shadow-mapping/) - Irregular shadow mapping - mid's site Read More GameDev.net Articles - [5 monetization pitfalls game studios cannot afford to ignore](https://hngamers.com/5-monetization-pitfalls-game-studios-cannot-afford-to-ignore/) - Read More GameDev.net Articles - [How to improve costume design?](https://hngamers.com/how-to-improve-costume-design-2/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How do you avoid mistakes at the initial stage of drawing characters?](https://hngamers.com/how-do-you-avoid-mistakes-at-the-initial-stage-of-drawing-characters-2/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How to create convincing volume in a drawing?](https://hngamers.com/how-to-create-convincing-volume-in-a-drawing-3/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [What to pay attention to when designing props?](https://hngamers.com/what-to-pay-attention-to-when-designing-props-2/) - Post Content Read More GameDev.net Articles - [How do I make my character more realistic?](https://hngamers.com/how-do-i-make-my-character-more-realistic-2/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How To Make A SIMPLE Main Menu In Unity](https://hngamers.com/how-to-make-a-simple-main-menu-in-unity-2/) - Read More GameDev.net Articles - [Generating a SoulerCoaster in Unity](https://hngamers.com/generating-a-soulercoaster-in-unity-2/) - If you search for SoulerCoaster, you will find a multitude of names for it. It is also named Curvemesh, Splinemesh, or Swoosh. They describe a technique to visualize magic or energetic effects. The SoulerCoaster is a path mesh with an overlapping UV map. Read More GameDev.net Articles - [How I made a MMORPG game in 2 hours](https://hngamers.com/how-i-made-a-mmorpg-game-in-2-hours-2/) - 10-minute compressed version Full 2-hour video: Read More GameDev.net Articles - [Retargeting Mixamo Characters with Root Motion In Unreal Engine 5.4.](https://hngamers.com/retargeting-mixamo-characters-with-root-motion-in-unreal-engine-5-4-2/) - Read More GameDev.net Articles - [Graphical User Interface Text Tutorial](https://hngamers.com/graphical-user-interface-text-tutorial-2/) - Read More GameDev.net Articles - [Graphical User Interface Text Tutorial](https://hngamers.com/graphical-user-interface-text-tutorial/) - Read More GameDev.net Articles - [Get our first-ever guide about animation in Unity](https://hngamers.com/get-our-first-ever-guide-about-animation-in-unity/) - Our new e-book aims to provide animators and technical artists with an in-depth understanding of the animation features in Unity. Read More games | Unity Technologies Blog - [Games Made with Unity: May 2024 in review](https://hngamers.com/games-made-with-unity-may-2024-in-review/) - Stay updated with the latest and most anticipated creations from the Unity community. Explore our list of standout games made with Unity in May 2024. Read More games | Unity Technologies Blog - [Generating a SoulerCoaster in Unity](https://hngamers.com/generating-a-soulercoaster-in-unity/) - If you search for SoulerCoaster, you will find a multitude of names for it. It is also named Curvemesh, Splinemesh, or Swoosh. They describe a technique to visualize magic or energetic effects. The SoulerCoaster is a path mesh with an overlapping UV map. Read More GameDev.net Articles - [Retargeting Mixamo Characters with Root Motion In Unreal Engine 5.4.](https://hngamers.com/retargeting-mixamo-characters-with-root-motion-in-unreal-engine-5-4/) - Read More GameDev.net Articles - [Odin Inspector and Validator are now free with the Unity Student Plan](https://hngamers.com/odin-inspector-and-validator-are-now-free-with-the-unity-student-plan/) - Unity is partnering with Sirenix to share their powerful set of professional tools with students on the Unity Student Plan worldwide – for free! Read More games | Unity Technologies Blog - [Meet the 2024 Unity for Humanity Grant winners](https://hngamers.com/meet-the-2024-unity-for-humanity-grant-winners/) - After reviewing nearly 500 projects, we are excited to share the winners of the 2024 Unity for Humanity Grant. All creators receiving funding this year are using real-time 3D to drive change in truly innovative ways that embody Unity’s Social Impact mission. Read More games | Unity Technologies Blog - [Charting the Upswing: The Mobile Ad Ecosystem Starts Gaining Momentum](https://hngamers.com/charting-the-upswing-the-mobile-ad-ecosystem-starts-gaining-momentum/) - We are halfway through the second quarter of 2024, and LevelPlay data is signaling a healthy market rebound, suggesting that the 2023 downtrend is finally receding. This upswing is a testament to both the resilience of the sector and to the strategic agility of publishers who are capitalizing on the evolving market dynamics. - [How Fika Productions set sail with their peer-to-peer multiplayer hit Ship of Fools](https://hngamers.com/how-fika-productions-set-sail-with-their-peer-to-peer-multiplayer-hit-ship-of-fools/) - Learn how Fika Productions overcame development hurdles to transition Ship of Fools from a local couch co-op into an engaging multiplayer roguelite. Read More games | Unity Technologies Blog - [GDC 2024: Trends, the Unity 6 roadmap, multiplayer, AI, and more](https://hngamers.com/gdc-2024-trends-the-unity-6-roadmap-multiplayer-ai-and-more/) - At this year’s Game Developers Conference (GDC), we went deeper into the tech and tools. Read up on industry trends, get a look at the roadmap featuring Unity 6, download a new multiplayer sample, experiment with Unity Muse’s latest AI capabilities, and join in celebration of games that are made with Unity. Read More games - [10 tips for succeeding at GDC](https://hngamers.com/10-tips-for-succeeding-at-gdc/) - Are you attending GDC in 2024? Here are some tips to help you navigate the event and prepare yourself to learn and network with the industry’s best. Read More games | Unity Technologies Blog - [Made with Unity: January/February 2024 highlights](https://hngamers.com/made-with-unity-january-february-2024-highlights/) - Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from January and February 2024. Read More games | Unity Technologies Blog - [Building the first NFL-licensed VR football franchise with Unity](https://hngamers.com/building-the-first-nfl-licensed-vr-football-franchise-with-unity/) - Guest blogger StatusPRO takes us behind the scenes of VR gaming with NFL PRO ERA, the first NFL-licensed VR football game. Read More games | Unity Technologies Blog - [Find the right AI model for your game with Unity and Hugging Face](https://hngamers.com/find-the-right-ai-model-for-your-game-with-unity-and-hugging-face/) - Our neural engine for bring AI models to Unity – Unity Sentis – announces a new integration with Hugging Face, plus some product updates for the tool. Read More games | Unity Technologies Blog - [Tomas Sala on building an indie IP with award-winning Bulwark: Falconeer Chronicles](https://hngamers.com/tomas-sala-on-building-an-indie-ip-with-award-winning-bulwark-falconeer-chronicles/) - BAFTA-winning indie developer Tomas Sala, winner of the CommUnity Choice Award at gamescom 2023, shares the development process behind his new game, Bulwark: Falconeer Chronicles. Read More games | Unity Technologies Blog - [Knowledge unboxed: The top learning tools of 2023](https://hngamers.com/knowledge-unboxed-the-top-learning-tools-of-2023/) - Unwrap the best of Unity Learn in 2023. This blog is a celebration of how creators – beginner or expert, hobbyist or pro – learned and honed their craft, and brought their visions to life, over the last year. Read More games | Unity Technologies Blog - [Rendering in the fast lane: Real-time results for automotive](https://hngamers.com/rendering-in-the-fast-lane-real-time-results-for-automotive/) - Learn how a small team achieved jaw-dropping results in no time at all through CAD data import, prep, optimization with PiXYZ, Asset Store packages, and real-time rendering with HDRP in Unity. Read More manufacturing | Unity Technologies Blog - [PiXYZ v2018.2 – Automation and algorithms for automotive success](https://hngamers.com/pixyz-v2018-2-automation-and-algorithms-for-automotive-success/) - Earlier this year, we announced our partnership with PiXYZ Software to provide Unity automotive and transportation customers with the best CAD import and data preparation software for real-time 3D. Since then, we’ve been hard at work improving how our products work together and developing new features. With PiXYZ for 2018.1 came new algorithms and an - [PiXYZ 2018.3 – Delivering on the potential](https://hngamers.com/pixyz-2018-3-delivering-on-the-potential/) - We’re excited to share the latest results from our close collaboration with PiXYZ – the release of 2018.3 versions of both the PiXYZ PLUGIN for Unity and PiXYZ STUDIO. While both products offer powerful new capabilities, we’re emphasizing the new Toolbox and Rule Engine capabilities available with the PiXYZ PLUGIN, as well as a new Live - [Simulating high-speed IndyCars in AR](https://hngamers.com/simulating-high-speed-indycars-in-ar/) - Every year, motorsports enthusiasts eagerly anticipate the Indianapolis 500, dubbed “the greatest spectacle in racing.” As 33 of the world’s greatest drivers prepare for the epic 500-mile race this Memorial Day weekend, let’s go behind the curtain to learn how Unity, Autodesk, and a team of creators developed a unique IndyCar AR experience. IndyCars are - [How real-time 3D is driving change across industries](https://hngamers.com/how-real-time-3d-is-driving-change-across-industries/) - Real-time 3D is changing everything, in much deeper ways than most people realize. Forged in gaming, this technology continues to transform the way games are created, operated and monetized. Its impact now also extends to industries of all kinds, from film to automotive. In one of her recent Internet Trends Report presentations, the venture - [Propelling AEC to new heights at Autodesk University 2018](https://hngamers.com/propelling-aec-to-new-heights-at-autodesk-university-2018/) - On November 13, Unity will be back at Autodesk University, but this time in a much bigger way. We’ll be located at booth #A459 with amazing new content to show, many presentations and talks, and much more. Join the Unity Team to witness the real-time revolution that can quickly bring great ideas and products to - [New Asset Store Plugin helping developers to visualize BIM models in Unity](https://hngamers.com/new-asset-store-plugin-helping-developers-to-visualize-bim-models-in-unity/) - Tridify Convert has been designed specifically for developers who want to spend more time creating and less time importing. Bridging the gap between BIM and Unity, Tridify’s automation technology helps fast-track and streamline workflows. There are two key elements: 1) an automatically scalable cloud service that enables the conversion of 3D BIM & CAD models - [Bringing the real-time 3D revolution to AIA Conference on Architecture 2019 and AU London 2019](https://hngamers.com/bringing-the-real-time-3d-revolution-to-aia-conference-on-architecture-2019-and-au-london-2019/) - Creating interactive 3D experiences in AR, VR, and more is easier than you think. Learn more about what you can do with the most accessible and powerful real-time 3D development platform at A’19: AIA Conference on Architecture 2019 in Las Vegas from June 5-8 at booth #9119 and AU London 2019 from June 17-19 at - [Creating real-time 3D experiences is simpler than you think](https://hngamers.com/creating-real-time-3d-experiences-is-simpler-than-you-think/) - The range of impressive projects developed with real-time 3D technology can make the creation process seem daunting, but no one should be intimidated. Our recent webinar assembled a panel of developers, designers and executives to share how their companies quickly and economically created immersive, interactive 3D experiences from design files for virtual reality (VR) or - [Bridging the virtual and real: Benefits of a digital twin](https://hngamers.com/bridging-the-virtual-and-real-benefits-of-a-digital-twin/) - Get up to speed on how digital twin technology is changing how manufactured products and infrastructure projects are designed, brought to market, and maintained. What exactly is a digital twin? A digital twin is a fully working virtual copy of a real-world system. It combines data sets across multiple sources, from design data (e.g., CAD) - [Join Unity at Autodesk University Las Vegas 2019](https://hngamers.com/join-unity-at-autodesk-university-las-vegas-2019/) - Are you one of the 10,000 people descending on Las Vegas from November 19-21 for Autodesk’s conference? Come check out our instructional demos, talks, panels, classroom sessions, and more. Join us at AU Las Vegas 2019, the conference for those who design, make, and build the world around us, taking place at the Sands Convention - [Unity Reflect is here](https://hngamers.com/unity-reflect-is-here/) - Unity Reflect, our new real-time 3D product for building information modeling (BIM) workflows, has been released from beta and is now available for purchase. Last year at Autodesk University Las Vegas, we unveiled the next phase of our strategic collaboration with Autodesk, bolstering our commitment to achieve full data interoperability between many Autodesk products and - [Uniting real-time 3D and Product Lifecycle Management (PLM) for the first time](https://hngamers.com/uniting-real-time-3d-and-product-lifecycle-management-plm-for-the-first-time/) - In partnership with Atos and PiXYZ, Unity is unveiling a Product Lifecycle Management (PLM) system integration with Teamcenter from Siemens PLM Software, the world’s most widely used enterprise PLM solution. Read on to learn how this will enhance customer workflows in a wide range of industries and see an example project built with Interact - [Augmented reality: How the world will be painted with data](https://hngamers.com/augmented-reality-how-the-world-will-be-painted-with-data/) - In the recently published book, Convergence: How The World Will Be Painted With Data, author and Forbes columnist Charlie Fink shares how augmented reality (AR) is already seeping into every smartphone and every workplace. Read an excerpt from the book and check out an exclusive offer for our community. We are deeply committed to helping - [Showcasing the world's first photorealistic mixed reality demo by Varjo and Volvo](https://hngamers.com/showcasing-the-worlds-first-photorealistic-mixed-reality-demo-by-varjo-and-volvo/) - Get a behind-the-scenes look at an ambitious automotive project made with Unity from Varjo, the maker of industrial VR/XR headsets known for their superior visual quality in VR. The team at Varjo is behind some of the most innovative projects in the world of mixed reality. They previously shared a photogrammetry-based environment they created - [Made with Unity: 2023 in review](https://hngamers.com/made-with-unity-2023-in-review/) - It can be hard to keep up with everything the Unity community is creating. Sit back, relax, and enjoy this roundup of highlights of games made with Unity in 2023. Read More games | Unity Technologies Blog - [How To Make A SIMPLE Main Menu In Unity](https://hngamers.com/how-to-make-a-simple-main-menu-in-unity/) - Read More GameDev.net Articles - [How I made a MMORPG game in 2 hours](https://hngamers.com/how-i-made-a-mmorpg-game-in-2-hours/) - 10-minute compressed version Full 2-hour video: Read More GameDev.net Articles - [Achievement unlocked: 10 Chambers, The Game Awards, and Unity](https://hngamers.com/achievement-unlocked-10-chambers-the-game-awards-and-unity/) - Discover the made with Unity games that took home big awards during The Game Awards 2023. Plus, find out more about our longstanding collaboration with 10 Chambers, the studio behind GTFO and the just-announced Den of Wolves. Read More games | Unity Technologies Blog - [Create next-gen features with AI models using Unity Sentis](https://hngamers.com/create-next-gen-features-with-ai-models-using-unity-sentis/) - Get started with AI models and Unity Sentis and build next-gen features into your latest game or other project in 5 easy steps. Read More games | Unity Technologies Blog - [Top selling assets to supercharge your next project (hint: they’re on sale for Black Friday)](https://hngamers.com/top-selling-assets-to-supercharge-your-next-project-hint-theyre-on-sale-for-black-friday/) - We highlight the latest best-selling assets for game developers available in the Unity Asset Store, including tools for scripting, shading, and more. Read More games | Unity Technologies Blog - [Our first-ever e-book for level designers is here](https://hngamers.com/our-first-ever-e-book-for-level-designers-is-here/) - Our introduction to game level design e-book is filled with tips on how to use the Unity tools that are most relevant to worldbuilding. Read More games | Unity Technologies Blog - [How to cultivate trust and safety: A primer for online communities](https://hngamers.com/how-to-cultivate-trust-and-safety-a-primer-for-online-communities/) - Evil Mojo Games and Hi-Rez Studios’s Tony Jones shares tips for cultivating trust and safety within online communities. Read More games | Unity Technologies Blog - [Unity fundamentals: 6 resources to help you master the basics](https://hngamers.com/unity-fundamentals-6-resources-to-help-you-master-the-basics/) - We've put together six fundamental resources that will aid the creative process for AR, VR, and other gamedev basics in the Unity engine. Read More games | Unity Technologies Blog - [Lexus opens the door for virtual production in Unity](https://hngamers.com/lexus-opens-the-door-for-virtual-production-in-unity/) - Car buyers increasingly expect rich and unique online experiences during their purchase journeys. In this post, learn how Lexus is using Unity to reimagine the production process for advertising/marketing content – ultimately paving the way for the automaker and its creative partners to create high-fidelity imagery and videos faster, more cost-effectively, and at an - [Reimagining in-vehicle experiences with real-time 3D](https://hngamers.com/reimagining-in-vehicle-experiences-with-real-time-3d/) - Unity is teaming up with NXP Semiconductors, the world’s largest provider of automotive semiconductors, to demonstrate a human-machine interface (HMI) toolchain that operates on NXP’s popular i.MX 8QuadMax Applications Processor. The collaboration creates opportunities to bring real-time 3D experiences, including games made with Unity, to mass-production vehicles, regardless of their trim level and cost. One - [Toxicity in gaming is escalating: Find solutions for safe and engaged communities](https://hngamers.com/toxicity-in-gaming-is-escalating-find-solutions-for-safe-and-engaged-communities/) - Introducing Unity Community Solutions – a suite of products designed to strengthen player connections, enhance safety, and enrich the social gaming experience. Read More games | Unity Technologies Blog - [Taking the leap on Nightingale: How Inflexion Games upgraded from UE4 to UE5 mid-development](https://hngamers.com/taking-the-leap-on-nightingale-how-inflexion-games-upgraded-from-ue4-to-ue5-mid-development/) - Senior team members at Inflexion Games reveal why they chose to upgrade to Unreal Engine 5 midway through developing Nightingale, and share tips, tricks, and best practices that could help you do the same with your project. - [Inside Croteam's transition from in-house tech to UE5 for The Talos Principle 2](https://hngamers.com/inside-croteams-transition-from-in-house-tech-to-ue5-for-the-talos-principle-2/) - The creators of Serious Sam and The Talos Principle, Croteam have been building games in their in-house engine for more than two decades. But everything changed when they saw the “dazzling Unreal Engine 5 demo.” The result? A complete shift to UE5 for The Talos Principle 2. - [October Marketplace sale: over 2,000 products—now 50% off](https://hngamers.com/october-marketplace-sale-over-2000-products-now-50-off/) - There are all kinds of great products to choose from this month, including environments, plugins, props, characters, sounds, music, Blueprints, and more. See some of our personal favorites and explore the sale today. - [How do I make my character more realistic?](https://hngamers.com/how-do-i-make-my-character-more-realistic/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How to create convincing volume in a drawing?](https://hngamers.com/how-to-create-convincing-volume-in-a-drawing-2/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How to improve costume design?](https://hngamers.com/how-to-improve-costume-design/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How can you make your building concept better?](https://hngamers.com/how-can-you-make-your-building-concept-better/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How to create convincing volume in a drawing?](https://hngamers.com/how-to-create-convincing-volume-in-a-drawing/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [What to pay attention to when designing props?](https://hngamers.com/what-to-pay-attention-to-when-designing-props/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [How do you avoid mistakes at the initial stage of drawing characters?](https://hngamers.com/how-do-you-avoid-mistakes-at-the-initial-stage-of-drawing-characters/) - Hello, everyone! SunStrike Studio creates graphics for mobile and computer games. Below you will find detailed feedback on one of the tasks performed as part of our open test assignment. The author of the work has given us permission to publish this information. Read More GameDev.net Articles - [Featured free Unreal Marketplace content—October 2023](https://hngamers.com/featured-free-unreal-marketplace-content-october-2023/) - Looking for ways to make your games more visually stunning, immersive, and engaging? Explore October's Unreal Marketplace content, featuring free stylized natural environments, dark caves, grand coliseums, NPC optimization plugins, and more. - [Racing Master brings authentic racing action and best-in-class graphics to mobile and other platforms](https://hngamers.com/racing-master-brings-authentic-racing-action-and-best-in-class-graphics-to-mobile-and-other-platforms/) - The team behind Racing Master talks about its commitment to recreating the realistic feel of high-end sports cars and optimizing Unreal Engine for cross-platform games on mobile and game simulator on PC. - [Tower of Fantasy leverages Unreal Engine to bring open world action to mobile, PC, and PlayStation](https://hngamers.com/tower-of-fantasy-leverages-unreal-engine-to-bring-open-world-action-to-mobile-pc-and-playstation/) - With Tower of Fantasy, Hotta Studio utilized the power of Unreal Engine to bring its debut title to iOS, Android, PC, PlayStation 4, and PlayStation 5. - [King Arthur: Legends Rise leverages UE5 for future release on mobile and PC](https://hngamers.com/king-arthur-legends-rise-leverages-ue5-for-future-release-on-mobile-and-pc/) - After its work on Marvel and Disney titles, Kabam is making its own universe with King Arthur: Legends Rise, a cinematic RPG reimagining of the Arthurian myth. - [Behind the scenes on Blue Dot: MetaHuman Animator brings stunning fidelity to cinematics](https://hngamers.com/behind-the-scenes-on-blue-dot-metahuman-animator-brings-stunning-fidelity-to-cinematics/) - The film shows how MetaHuman Animator unlocks the ability for teams to create cinematics of stunning fidelity and resonance by using a creative on-set process typical of traditional filmmaking to direct and capture a performance. - [How Odyssey Interactive launched live-service game Omega Strikers across mobile, console, and PC](https://hngamers.com/how-odyssey-interactive-launched-live-service-game-omega-strikers-across-mobile-console-and-pc/) - Odyssey Interactive shares techniques and best practices used to release Omega Strikers on Android and iOS simultaneously with Console and PC. - [King Arthur: Legends Rise leverages UE5 to release on mobile and PC](https://hngamers.com/king-arthur-legends-rise-leverages-ue5-to-release-on-mobile-and-pc/) - After its work on Marvel and Disney titles, Kabam is making its own universe with King Arthur: Legends Rise, a cinematic RPG reimagining of the Arthurian myth. - [Fort Solis uses Unreal Engine 5.2 to deliver an immersive martian experience](https://hngamers.com/fort-solis-uses-unreal-engine-5-2-to-deliver-an-immersive-martian-experience/) - The Epic MegaGrant Recipient was inspired by the loneliness of the pandemic and paranoia of John Carpenter’s The Thing. - [Stray Gods is a musical murder mystery RPG from a Bioware veteran](https://hngamers.com/stray-gods-is-a-musical-murder-mystery-rpg-from-a-bioware-veteran/) - Summerfall Studios is spearheaded by David Gaider, who worked on acclaimed games such as Baldur's Gate II: Shadows of Amn, Dragon Age: Origins, and Star Wars: Knights of the Old Republic. - [Featured free Unreal Marketplace content—September 2023](https://hngamers.com/featured-free-unreal-marketplace-content-september-2023/) - This month’s free 3D asset drop includes an NPC-friendly quest editor, a Lumen-infused archviz apartment, a safe house, a melee system, and more. See what strikes your fancy inside! - [Pacific Drive is a run-based driving survival game with an ever changing, mysterious landscape](https://hngamers.com/pacific-drive-is-a-run-based-driving-survival-game-with-an-ever-changing-mysterious-landscape/) - Ironwood Studios talks about the production realities of development with a small team, nailing the feel of driving survival, and how Unreal Engine helped the studio fill out its anomalous portrayal of the Pacific Northwest. - [Unreal Developer Roundtable: Taking AAA to indie -- how small teams are making big games](https://hngamers.com/unreal-developer-roundtable-taking-aaa-to-indie-how-small-teams-are-making-big-games/) - In our first Unreal Developer Roundtable, we invited three former devs who worked in the AAA space (David Gaider, James Tinsdale, and Alex Dracott) and talked about how they branched out to form their own indie studios. - [Two high school friends used Unreal Engine 5.1 to create atmospheric retro shooter Kvark](https://hngamers.com/two-high-school-friends-used-unreal-engine-5-1-to-create-atmospheric-retro-shooter-kvark/) - Pixelated, low-poly shooter Kvark drops players into a fictional ‘80s mining facility. - [Lies of P takes inspiration from Pinocchio, French history, and marries them with Soulslike combat](https://hngamers.com/lies-of-p-takes-inspiration-from-pinocchio-french-history-and-marries-them-with-soulslike-combat/) - NEOWIZ Games and Round8 Studio explain how they took inspiration from Pinocchio to deliver a fierce third-person action game. - [Anniversary Marketplace Sale: over 1,700 products—now 50% off](https://hngamers.com/anniversary-marketplace-sale-over-1700-products-now-50-off/) - There’s all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [Pirats! Creating a Race Lap Manager 1/3](https://hngamers.com/pirats-creating-a-race-lap-manager-1-3/) - I'm creating a free to play webgl game “Pirats” with combats and puzzles and wanted to create some gameplay diversity adding race levels, with two modes depending on the level, the classic end the first and another one to beat the record using bonus on the track to freeze the chrono timer, nothing new. - [Guide to Gameplay Balance](https://hngamers.com/guide-to-gameplay-balance/) - The experience that's shaped the following was gained primarily from competitive shooter development, so please take some of the concepts with a grain or two of salt if you're working another genre. - PvE vs PvP The core difference between Player-vs-Environment (PvE) and Player-vs-Player (PvP) gameplay is where the point of balance (versus) takes - [How creators launch and scale multiplayer games with Unity](https://hngamers.com/how-creators-launch-and-scale-multiplayer-games-with-unity/) - See how teams at Innersloth, Respawn Entertainment, and more scaled their games with Unity Game Server Hosting to save time and money. Read More games | Unity Technologies Blog - [The Plucky Squire blends 2D and 3D visuals in aesthetically pleasing and mechanically interesting ways](https://hngamers.com/the-plucky-squire-blends-2d-and-3d-visuals-in-aesthetically-pleasing-and-mechanically-interesting-ways/) - All Possible Futures started when two developers who worked on Nintendo games got together. - [Octopath Traveler II builds a bigger, bolder world in its stunning HD-2D style](https://hngamers.com/octopath-traveler-ii-builds-a-bigger-bolder-world-in-its-stunning-hd-2d-style/) - Square Enix and Acquire talk about how Unreal Engine helped them revisit and expand the world of Octopath Traveler in this sequel. - [Over 40 Unreal Engine-powered games highlighted during recent summer events](https://hngamers.com/over-40-unreal-engine-powered-games-highlighted-during-recent-summer-events/) - Join us as we roundup all of the excellent Unreal Engine games announced during several Summer showcase events, including surprising reveals and new trailers. - [How Rubber Duck Games developed a boss fight in Evil Wizard](https://hngamers.com/how-rubber-duck-games-developed-a-boss-fight-in-evil-wizard/) - In this guest blog, the Rubber Duck Games team breaks down the journey to developing a boss fight for Evil Wizard – from design and prototyping to animation, testing, balancing, and finalizing the visual effects. Read More games | Unity Technologies Blog - [How the three-person team behind Laysara: Summit Kingdom found a new spin on city-builders](https://hngamers.com/how-the-three-person-team-behind-laysara-summit-kingdom-found-a-new-spin-on-city-builders/) - Quite OK Games, the indie studio behind mountainside city builder Laysara: Summit Kingdom, talks about how Unreal Engine and other tools keep it ahead of the game development avalanche. - [Incoming 2023 Epic MegaJam–Save the date!](https://hngamers.com/incoming-2023-epic-megajam-save-the-date/) - The time for the 2023 Epic MegaJam is almost upon us! Our next annual game jam event will kick off on September 14 at 2 PM EDT, with Unreal Editor for Fortnite (UEFN) submissions accepted for the first time ever! - [How KeelWorks moved from animation to game dev to create CYGNI: All Guns Blazing](https://hngamers.com/how-keelworks-moved-from-animation-to-game-dev-to-create-cygni-all-guns-blazing/) - CYGNI: All Guns Blazing represents an amazing journey for KeelWorks, with one founder making the transition from working at Pixar to creating a blistering shoot ‘em up experience. - [Why Avalanche worked to deliver a Hogwarts game with soul](https://hngamers.com/why-avalanche-worked-to-deliver-a-hogwarts-game-with-soul/) - The record-breaking Hogwarts Legacy is the product of a leap from in-house game dev tools to Unreal Engine. - [Award-winning short film The Voice in the Hollow takes real-time animation to dark places](https://hngamers.com/award-winning-short-film-the-voice-in-the-hollow-takes-real-time-animation-to-dark-places/) - The Voice in the Hollow reimagines the Cain and Abel story as a fantastical African-inspired movie short created by a small team of professionals, blending real-time 3D, 2D elements, and motion capture. - [Unreal Engine powers stylish stellar mystery The Invincible](https://hngamers.com/unreal-engine-powers-stylish-stellar-mystery-the-invincible/) - The Invincible is the first video game adaptation of a book by prolific influential sci-fi author Stanisław Lem. - [DOOM 32X Resurrection: engine optimizations (part1)](https://hngamers.com/doom-32x-resurrection-engine-optimizations-part1/) - Read More GameDev.net Articles - [Static Batching Like You Never Saw](https://hngamers.com/static-batching-like-you-never-saw/) - Check the original blog post at TheGameDev.Guru: Static Batching in Unity Like You Never Saw Reason for this blog post is simple: Most developers think they know how static batching truly works. But that’s a lie: they don’t. They just know the bas Read More GameDev.net Articles - [Replicating Quake 3 character physics with U3D](https://hngamers.com/replicating-quake-3-character-physics-with-u3d/) - The character controller physics of the Quake 3 Arena game engine are responsible for handling the movement and collision detection of the player character. These physics are designed to simulate the movement of a first-person shooter (FPS) character in a 3D environment, and are based on a combination of kinematic and dynamic physics. Some - [Project Structure - Guide to Cocos Cyberpunk Source Code](https://hngamers.com/project-structure-guide-to-cocos-cyberpunk-source-code-2/) - Read More GameDev.net Articles - [Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development](https://hngamers.com/cocos-cyberpunk-source-code-a-valuable-learning-resource-for-3d-game-development/) - Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-313/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [Make AWESOME Cutscenes in Unity Using Timeline](https://hngamers.com/make-awesome-cutscenes-in-unity-using-timeline/) - !doctype> Read More GameDev.net Articles - [Unity Finite State Machine Tutorial](https://hngamers.com/unity-finite-state-machine-tutorial/) - Read More GameDev.net Articles - [FMOD for game developers!](https://hngamers.com/fmod-for-game-developers/) - Hey there! 👋 As a game audio professional, i've been using audio middleware for years. Specifically Fmod Studio. Since im always simultaneously working on 2-3 projects, tools like these speed up my workflow and efficiency to no end! What's more is that they save my programmers and developers TIME AND MONEY whilst working on - [Creating Promo Art: The Process | Hyperclass Ark](https://hngamers.com/creating-promo-art-the-process-hyperclass-ark/) - Hi guys! Our artist, Philip Bell, discussed the stages involved in creating promotional artwork for the project. So, let's get started without delay! ___________ - The development pipelines for splash and key-art are often similar across different studios. While industry-wide standards are followed globally, individual artists have their own preferences, tips, and tricks. Today, - [Featured free Unreal Marketplace content—August 2023](https://hngamers.com/featured-free-unreal-marketplace-content-august-2023/) - Need a fully stocked pirate ship? A modular building creator with some Italian flair? Maybe enough coral to start your own reef? Find all that and more in this month's free asset drop. - [August Marketplace Sale: over 1,800 products—now 50% off](https://hngamers.com/august-marketplace-sale-over-1800-products-now-50-off/) - There’s all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [Crafting the stunning scenarios in Warhammer 40,000: Warpforge](https://hngamers.com/crafting-the-stunning-scenarios-in-warhammer-40000-warpforge/) - Warhammer 40,000: Warpforge is an upcoming collectible card game for Steam, iOS, and Android. Discover how the Everguild team leveraged the best elements from earlier games and elevated them for this new title, using the latest development tools. Read More games | Unity Technologies Blog - [Welcome to Megacity: Our competitive-action multiplayer sample](https://hngamers.com/welcome-to-megacity-our-competitive-action-multiplayer-sample/) - Check out Unity’s new, third-person multiplayer action sample that supports 64+ players and learn more about building ambitious games using ECS for Unity and Unity Gaming Services. Read More games | Unity Technologies Blog - [More capabilities to make your multiplayer game even better](https://hngamers.com/more-capabilities-to-make-your-multiplayer-game-even-better/) - A year after launching a self-serve experience for Game Server Hosting (Multiplay) and Matchmaker, discover the latest tools and features to help you build and run better multiplayer games. Read More games | Unity Technologies Blog - [Born of Bread is a Paper Mario-inspired RPG made entirely with Blueprints](https://hngamers.com/born-of-bread-is-a-paper-mario-inspired-rpg-made-entirely-with-blueprints/) - Born of Bread is 100 percent built through Unreal Engine’s Blueprints. - [Technical art behind the raging color of I See Red](https://hngamers.com/technical-art-behind-the-raging-color-of-i-see-red/) - In this guest post, Whiteboard Games details the history of the studio’s first commercial release and shares the technical thinking that went into the game’s unique approach to color. Read More games | Unity Technologies Blog - [Epic Games at SIGGRAPH 2023](https://hngamers.com/epic-games-at-siggraph-2023/) - SIGGRAPH 2023 is coming up! Register for the event and join us for sessions that explore how tools like Unreal Engine, Quixel Megascans, and Twinmotion are changing the game for film, TV, and animation. - [The Devil Within: Satgat is a Metroidvania with fighting game inspiration ](https://hngamers.com/the-devil-within-satgat-is-a-metroidvania-with-fighting-game-inspiration/) - Newcore Games explains how it brought together the fast-paced combos of a fighting game, the vast interconnected world of a Metroidvania, and a unique mystical and cybernetic aesthetic to create The Devil Within: Satgat. - [Where might AI take gamedev next?](https://hngamers.com/where-might-ai-take-gamedev-next/) - AI brings the promise of making real-time creation accessible to more people, and simplifying some development tasks to let you focus on being creative while helping you to achieve more with less. Read More games | Unity Technologies Blog - [The fundamentals of rewarded video ad placements](https://hngamers.com/the-fundamentals-of-rewarded-video-ad-placements/) - Discover the fundamentals of a winning rewarded video ad strategy and best practices that you can implement. Read More games | Unity Technologies Blog - [Why a team of nine switched to Unreal Engine to deliver visually stunning action game Strayed Lights](https://hngamers.com/why-a-team-of-nine-switched-to-unreal-engine-to-deliver-visually-stunning-action-game-strayed-lights/) - How an small indie team crafted the otherworldly vision for its first game. - [Ready to create your own games? Here are 7 must-save tutorials](https://hngamers.com/ready-to-create-your-own-games-here-are-7-must-save-tutorials/) - We’ve curated a collection of resources to help you expand your game development skills, processes, and management, bringing you to professional game creator status in no time. Read More games | Unity Technologies Blog - [Happy Harvest demo: See the latest 2D techniques](https://hngamers.com/happy-harvest-demo-see-the-latest-2d-techniques/) - Our new sample, Happy Harvest, shows new techniques for creating 2D lights, shadows, animation, and VFX with the Universal Render Pipeline in Unity 2022 LTS. Read More games | Unity Technologies Blog - [An overview of carriers, OEMs, MVNOs, and how they benefit your on-device strategy](https://hngamers.com/an-overview-of-carriers-oems-mvnos-and-how-they-benefit-your-on-device-strategy/) - Mobile technology is essential to communication today. To reach users effectively through devices, it’s important to understand the bones of the smartphone industry, the difference between carriers, original equipment manufacturers (OEMs), and mobile virtual network operators (MVNOs), and how the wireless telecommunications space has evolved over time. Let’s take a look. Read More games | - [Featured free Unreal Marketplace content—July 2023](https://hngamers.com/featured-free-unreal-marketplace-content-july-2023/) - Take a look at this month’s free Unreal Marketplace content, featuring a captivating bazaar, an office crafted with Brutalist architecture, a fearless goblin warrior, and more. - [How Unreal Engine empowered a small team to build Luna Abyss’ beautiful bullet hell prison](https://hngamers.com/how-unreal-engine-empowered-a-small-team-to-build-luna-abyss-beautiful-bullet-hell-prison/) - Bonsai Collective talks about the manga inspiration behind Luna Abyss, bringing “bullet hell” into first-person, and how Unreal Engine helped them craft a vast prison players must escape from. - [Winning Epic’s MegaJam was the spark that ignited the creation of UE5-powered platformer Boti: Byteland Overclocked](https://hngamers.com/winning-epics-megajam-was-the-spark-that-ignited-the-creation-of-ue5-powered-platformer-boti-byteland-overclocked/) - Unreal Engine 5’s Lumen empowered the team’s work to create stunning visuals of the colorful world inside a computer. - [Two Falls represents two different cultures with contrasting art styles](https://hngamers.com/two-falls-represents-two-different-cultures-with-contrasting-art-styles/) - Developer Unreliable Narrators talks about how it collaborated with authentic sources to craft Two Falls’ engaging tale of French and Indigenous cultures meeting for the first time. - [Inside Kingdoms Reborn’s game dev’s journey of discovery and city building](https://hngamers.com/inside-kingdoms-reborns-game-devs-journey-of-discovery-and-city-building/) - Unreal Engine’s performance prioritization helped fuel Kingdom’s Reborn’s creation. - [Norse is a tactical Viking game that taps into many aspects of Unreal Engine 5’s ecosystem](https://hngamers.com/norse-is-a-tactical-viking-game-that-taps-into-many-aspects-of-unreal-engine-5s-ecosystem/) - Located in Norway, studio Arctic Hazard leans on its local history to develop Norse, a MegaGrant recipient and turn-based tactical adventure that utilizes UE5, Quixel Megascans, and MetaHumans for its lush, realistic visuals. - [A Long Journey to an Uncertain End: Crafting an inclusive, queer space opera in Unity](https://hngamers.com/a-long-journey-to-an-uncertain-end-crafting-an-inclusive-queer-space-opera-in-unity/) - Crispy Creative’s Kylan Coats shares his team’s passion for creating immersive gaming experiences and how it led to the thrilling journey of developing the studio’s first title, A Long Journey to an Uncertain End (out June 28). Read More games | Unity Technologies Blog - [Step into Nike’s virtual sneaker hunt Airphoria built using UEFN](https://hngamers.com/step-into-nikes-virtual-sneaker-hunt-airphoria-built-using-uefn/) - When Nike set out to reach the next generation of gamers, the brand dreamed up a virtual sneaker hunt inspired by the iconic Nike Air Max shoe. Find out how Unreal Editor for Fortnite helped the team turn its vision into reality. - [3 hypercasual ideation tips from a top developer](https://hngamers.com/3-hypercasual-ideation-tips-from-a-top-developer/) - Carlton Forrester, founder of VectorUp Games and the developer Tall Man Run plus three other published games with Supersonic, shares his top three tips for consistently coming up with marketable hypercasual game concepts. Read More games | Unity Technologies Blog - [June Marketplace Sale: over 1,500 products—now 50% off](https://hngamers.com/june-marketplace-sale-over-1500-products-now-50-off/) - There’s all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [RealityScan is now available for Android devices!](https://hngamers.com/realityscan-is-now-available-for-android-devices/) - We’re pleased to announce that RealityScan is now available for Android as well as iOS devices, putting this powerful, free-to-download photogrammetry application into the hands of almost anyone with a modern smartphone or tablet. - [Simulate stylized characters for games with Ziva VFX and machine learning](https://hngamers.com/simulate-stylized-characters-for-games-with-ziva-vfx-and-machine-learning/) - Unity’s Brian Anderson shares tips and tricks for simulating film-quality characters in games with Ziva VFX, powered by machine learning. Read More games | Unity Technologies Blog - [Apple Search Ads 101](https://hngamers.com/apple-search-ads-101/) - Check out this guide on Apple Search Ads, featuring best practices for structuring, managing, and optimizing search results campaigns. Read More games | Unity Technologies Blog - [Epic Bootcamp 2023: Animation applications open now for European and Middle Eastern artists](https://hngamers.com/epic-bootcamp-2023-animation-applications-open-now-for-european-and-middle-eastern-artists/) - Announcing Epic Bootcamp 2023: Animation—a free course that’ll teach you the fundamentals of real-time animation in four weeks. Classes run from July 17 through August 11, 2023, so if you want in, sign up today. - [Delivering high-quality facial animation in minutes, MetaHuman Animator is now available!](https://hngamers.com/delivering-high-quality-facial-animation-in-minutes-metahuman-animator-is-now-available/) - Capture a facial performance for your digital human using just an iPhone and a PC and turn it into facial animation for your MetaHuman in minutes. Fast, easy, and cost-effective, MetaHuman Animator unlocks facial performance capture for all creators. - [White paper: Reducing Fortnite’s power consumption](https://hngamers.com/white-paper-reducing-fortnites-power-consumption/) - Learn how we cut energy costs for players by reducing Fortnite’s energy consumption, and get tips, recommendations, and code examples that you can use to bring these energy savings to your own game. - [The 2023 Mobile Growth and Monetization Report is here](https://hngamers.com/the-2023-mobile-growth-and-monetization-report-is-here/) - Discover data-backed insights to help your monetization and user acquisition strategies achieve more with less. Read More games | Unity Technologies Blog - [Layers of Fear reimagines horror with Unreal Engine 5](https://hngamers.com/layers-of-fear-reimagines-horror-with-unreal-engine-5/) - The new Layers of Fear recreates both original titles and all DLC in the franchise with some new twists, all recreated using Unreal Engine 5. - [Education and business join forces to create the Augmented Reality Center](https://hngamers.com/education-and-business-join-forces-to-create-the-augmented-reality-center/) - Find out how a partnership between Oakland University, the College for Creative Studies, and a coalition of industry players led to the creation of a new initiative that introduces students to cutting-edge AR technology. - [The fundamentals of monetizing with offerwalls](https://hngamers.com/the-fundamentals-of-monetizing-with-offerwalls/) - Anna Poperko covers the benefits and challenges of using offerwalls, the game genres that work best with this ad format, and the most strategic places to place offerwalls in your game. Read More games | Unity Technologies Blog - [Join us as we celebrate the animation community at Annecy Festival 2023](https://hngamers.com/join-us-as-we-celebrate-the-animation-community-at-annecy-festival-2023/) - We’re excited to celebrate the magic of animation at Annecy Festival. Explore our schedule, come say hi to the Epic team, attend enlightening panels, and discover groundbreaking ways to enhance your real-time animation journey with Unreal Engine. - [CRISIS CORE –FINAL FANTASY VII– REUNION modernizes a PSP classic using Unreal Engine](https://hngamers.com/crisis-core-final-fantasy-vii-reunion-modernizes-a-psp-classic-using-unreal-engine/) - Square Enix and development partner TOSE CO., LTD. explain how they revitalized a PSP prequel with CRISIS CORE –FINAL FANTASY VII– REUNION and brought the updated game to a wide variety of platforms. - [Marketplace Seller Spotlight Sale: special selections, up to 70% off](https://hngamers.com/marketplace-seller-spotlight-sale-special-selections-up-to-70-off/) - Accelerate your game, movie, and more with assets from handpicked sellers—and then take up to 70% off while you’re doing it. Click now to see some of our favorite options inside and get a taste of what this great sale has to offer. - [Featured free Unreal Marketplace content—June 2023](https://hngamers.com/featured-free-unreal-marketplace-content-june-2023/) - Vintage interior design, shanty towns, and an interactive system starter pack—this month’s free content has plenty to pique your interest. Jump in and take a look! - [Epic Bootcamp 2023: Animation applications open now for EMEA artists](https://hngamers.com/epic-bootcamp-2023-animation-applications-open-now-for-emea-artists/) - Announcing Epic Bootcamp 2023: Animation—a free course that’ll teach you the fundamentals of real-time animation in four weeks. Classes run from July 17 through August 11, 2023, so if you want in, sign up today. - [Game ready: Building the ‘Ōhi’a lehua tree with SpeedTree, part 2](https://hngamers.com/game-ready-building-the-ohia-lehua-tree-with-speedtree-part-2/) - Continue learning how to build the ‘Ōhi’a lehua tree using SpeedTree for your next game, with part two of our breakdown of the GDC 2023 demo. Read More games | Unity Technologies Blog - [Meet MAVE: the virtual K-pop stars created with Unreal Engine and MetaHuman](https://hngamers.com/meet-mave-the-virtual-k-pop-stars-created-with-unreal-engine-and-metahuman/) - Find out how Metaverse Entertainment used MetaHuman and Unreal Engine to create a natural, believable, and charming virtual K-pop band, and in the process, produced IP content in various forms. - [Inside Level Zero’s war-torn game development](https://hngamers.com/inside-level-zeros-war-torn-game-development/) - Doghowl Games discusses the current challenges of developing a game in Ukraine. - [Dream builders: Recreating the original vision for Habitat 67 with an Unreal Engine and RealityCapture Sample Project](https://hngamers.com/dream-builders-recreating-the-original-vision-for-habitat-67-with-an-unreal-engine-and-realitycapture-sample-project/) - Moshe Safdie's original vision for Habitat 67 has been recreated virtually, so anyone can explore one of the most important buildings of the 20th century in a new sample project. Find out how Neoscape, Epic, Safdie Architects, and others did it today. - [Unreal Engine 5.2 brings native support for Apple Silicon and other developments for macOS](https://hngamers.com/unreal-engine-5-2-brings-native-support-for-apple-silicon-and-other-developments-for-macos/) - Starting with Unreal Engine 5.2, the Unreal Editor for macOS is built and distributed as a universal binary, providing native support for past-generation Intel-based and current-generation Apple Silicon-based Macs in a single package. This tech blog will explain what that means for you. - [Advanced tips for character art production in Unity](https://hngamers.com/advanced-tips-for-character-art-production-in-unity/) - VFX artist Sakura Rabbit shares how she approaches digital art production and provides tips for creating realistic characters in Unity. Read More games | Unity Technologies Blog - [Looking to boost your game’s LTV? Try an on-device advertising campaign](https://hngamers.com/looking-to-boost-your-games-ltv-try-an-on-device-advertising-campaign/) - When, where, and how you first reach users on the user acquisition side has an effect on your game’s lifetime value (LTV). Here are three strategies for boosting LTV with on-device advertising campaigns. Read More games | Unity Technologies Blog - [Creating depth in a small setting: Betrayal at Club Low](https://hngamers.com/creating-depth-in-a-small-setting-betrayal-at-club-low/) - IGF Award winner for Betrayal at Club Low Cosmo D discusses his career journey and how he incorporated board-game mechanics and randomization into the game. Read More games | Unity Technologies Blog - [Explore the Virtual Production Visualization Guide](https://hngamers.com/explore-the-virtual-production-visualization-guide/) - Want to learn visualization in Unreal Engine? Explore the new Virtual Production Visualization Guide—a step-by-step look at how to master this innovative filmmaking process that encompasses previs, pitchvis, techvis, stuntvis, and postvis. - [DRAGON QUEST TREASURES is an charming RPG offshoot about the excitement of treasure hunting](https://hngamers.com/dragon-quest-treasures-is-an-charming-rpg-offshoot-about-the-excitement-of-treasure-hunting/) - Square Enix and TOSE talk about bringing the spirit of treasure hunting to life in DRAGON QUEST TREASURES, a new entry in the historic RPG franchise. - [How to make killer creatives for your hypercasual game](https://hngamers.com/how-to-make-killer-creatives-for-your-hypercasual-game/) - If your hypercasual creatives don’t have a low cost per install (CPI), it'll be extremely difficult for your game to scale. Try these tips for designing killer creatives. Read More games | Unity Technologies Blog - [Chart-topping sensation Jackson Wang embraces virtual production for superpowered music video](https://hngamers.com/chart-topping-sensation-jackson-wang-embraces-virtual-production-for-superpowered-music-video/) - From a cinematic post-apocalyptic cityscape to complex levitation effects and fire-breathing dance routines, virtual production and old-fashioned filmmaking techniques took the music video for Jackson Wang’s single Cruel to new heights. - [Everspace 2 delivers a handcrafted universe brimming with space combat](https://hngamers.com/everspace-2-delivers-a-handcrafted-universe-brimming-with-space-combat/) - ROCKFISH Games crafted more than 100 hand-crafted locations for Everspace 2 with the help of Unreal Engine . - [Project Structure - Guide to Cocos Cyberpunk Source Code](https://hngamers.com/project-structure-guide-to-cocos-cyberpunk-source-code/) - Read More GameDev.net Articles - [Using DevOps to scale multiplatform](https://hngamers.com/using-devops-to-scale-multiplatform/) - In this interview, we get tips on DevOps best practices for shipping successfully from Cygnus Entertainment’s Amber Johnson and Jon West, and Unity’s Marc Nelson and Marie-Christine Babin. Read More games | Unity Technologies Blog - [Virtual production reaches new levels across the entire M&E industry](https://hngamers.com/virtual-production-reaches-new-levels-across-the-entire-me-industry/) - Just a couple of years ago, virtual production was—for the most part—only for those intrepid filmmakers and creators living right on the bleeding edge. Today, it’s taking the industry by storm. This month, we’re sharing a host of new content, resources, and events. Join us! - [Unreal Challenge: Spellar Performance—winners announced!](https://hngamers.com/unreal-challenge-spellar-performance-winners-announced/) - Our latest Unreal Challenge invited the community to demonstrate their skillset surrounding VFX in Unreal Engine. We received so many fantastic, beautifully inspired, and creative short entries. Here are the winners! - [Anchors aweigh: The creative journey of designing a game to float everyone's boat](https://hngamers.com/anchors-aweigh-the-creative-journey-of-designing-a-game-to-float-everyones-boat/) - Two members of the Fika Productions art and animation team take you behind the scenes of the artistic journey they went through to develop the studio’s seafaring roguelite title, Ship of Fools. Read More games | Unity Technologies Blog - [Unreal Engine 5.2 is now available!](https://hngamers.com/unreal-engine-5-2-is-now-available/) - This release further expands UE5's groundbreaking toolset as it continues to deliver on the promise of making Unreal Engine the most open and advanced real-time 3D creation tool in the world. Find out what’s new. - [Unreal Fest 2023 announced—speaker submissions now open!](https://hngamers.com/unreal-fest-2023-announced-speaker-submissions-now-open/) - Unreal Fest returns to New Orleans from October 3 to 5, 2023! We’re looking for speakers to showcase the inspirational work they’re doing using Unreal Engine or other Epic tools. If you’ve got something to share with the community, we want to hear from you. - [8 best-selling assets to help you get your next project ready](https://hngamers.com/8-best-selling-assets-to-help-you-get-your-next-project-ready/) - This blog offers a roundup of the latest best-selling assets for game developers available in the Unity Asset Store, including tools for scripting, shading, and more. Read More games | Unity Technologies Blog - [The Lord of the Rings: Gollum reimagines Tolkien’s Middle-Earth ](https://hngamers.com/the-lord-of-the-rings-gollum-reimagines-tolkiens-middle-earth/) - The Lord of the Rings: Gollum returns to Tolkien’s Middle-Earth to expand upon the adventures of the twisted Hobbit. Daedalic Entertainment explains how it turned to Unreal Engine to craft a new vision of the beloved fantasy landscape. - [6 community videos to get you started with multiplayer in Unity](https://hngamers.com/6-community-videos-to-get-you-started-with-multiplayer-in-unity/) - From Code Monkey’s in-depth tutorials to Dapper Dino’s expert insights, discover a wealth of knowledge and inspiration for developers on how to approach building a successful multiplayer game. Read More games | Unity Technologies Blog - [Game ready: Building the ‘Ōhi’a lehua tree with SpeedTree, part 1](https://hngamers.com/game-ready-building-the-ohia-lehua-tree-with-speedtree-part-1/) - Learn how to build the ‘Ōhi’a lehua tree using SpeedTree for your next game in this breakdown of our GDC 2023 demo. Read More games | Unity Technologies Blog - [Sign up now for Unreal Fellowship: Animation](https://hngamers.com/sign-up-now-for-unreal-fellowship-animation/) - Applications for Unreal Fellowship: Animation are now open. Continue your path to real-time animation success with other like-minded, experienced professionals in this engaging virtual course. - [Redfall brings Arkane Austin’s immersive sim DNA to a compelling, co-op open world](https://hngamers.com/redfall-brings-arkane-austins-immersive-sim-dna-to-a-compelling-co-op-open-world/) - Developer Arkane Austin explains how it approached bringing the immersive sim gameplay and narrative worldbuilding of its previous games to Redfall, an all-new co-op FPS. - [Mega Marketplace Sale: over 15,000 products—now up to 70% off](https://hngamers.com/mega-marketplace-sale-over-15000-products-now-up-to-70-off/) - One of our biggest sales of the year is going down in May, which means tons of great products, just waiting to help move your project forward. Click now to see some of our personal favorites and explore the sale today. - [Featured free Unreal Marketplace content—May 2023](https://hngamers.com/featured-free-unreal-marketplace-content-may-2023/) - This month’s free Unreal Marketplace content can help you create detailed Viking villages, provide spooky scares in a Victorian mansion, and add features like a photo mode, portals, and more. See what May has to offer! - [Unreal Fest Gold Coast 2023](https://hngamers.com/unreal-fest-gold-coast-2023-2/) - Unreal Fest is heading down under for the first time ever! Join us on the Gold Coast for two action-packed days of skills development, Epic dev support, networking…and an Unreal Fest Party. Get your ticket today! - [Unity Safe Mode available in 2020.2 beta](https://hngamers.com/unity-safe-mode-available-in-2020-2-beta/) - Unity Safe Mode is available in Unity 2020.2 beta. This improves how Unity behaves when opening a project that has script compilation errors. If there are compilation errors at Editor startup, you will be prompted to enter Safe Mode. This mode is designed to provide the best environment for resolving compilation errors, so that you can quickly return your project to a functional state, without waiting for all of your project’s assets to be imported. This feature will simplify and speed up the process of upgrading a project to a new Unity version, and it will help teams working on large projects by reducing the number of cases in which the library folder contains incorrect import artifacts. - [Validate your skills with a Unity Certification](https://hngamers.com/validate-your-skills-with-a-unity-certification/) - As the world’s leading platform for creating and operating interactive, real-time 3D content, Unity and those with Unity skills play an integral role in bringing these experiences to life. With surging demand in these industries, people with Unity skills are more coveted than ever, making this an opportune time to build and advance your Unity skills. - [Explore Revit models in VR with Unity Reflect](https://hngamers.com/explore-revit-models-in-vr-with-unity-reflect/) - Unity Reflect makes it easy to bring Building Information Modeling (BIM) data into virtual reality (VR). Learn how you can use the Unity Reflect VR Viewer to conduct immersive design reviews with Autodesk Revit models. This blog post is about Unity Reflect, a product targeted at our architecture, engineering and construction audience. Read this blog - [The road to Bridge Race becoming the world's most downloaded hyper-casual game with Supersonic](https://hngamers.com/the-road-to-bridge-race-becoming-the-worlds-most-downloaded-hyper-casual-game-with-supersonic/) - Istanbul studio Garawell Games shares the journey to publishing its hit hyper-casual game, Bridge Race, with Supersonic. Read More games | Unity Technologies Blog - [more8bit’s Bleak Sword showcases a minimalist approach to mobile game design](https://hngamers.com/more8bits-bleak-sword-showcases-a-minimalist-approach-to-mobile-game-design/) - See how more8bit kept development streamlined with a clear vision and smart prototyping to launch Bleak Sword, an Apple Arcade hit. Read More games | Unity Technologies Blog - [Rapid design iteration in Breachers using AssetPostprocessor and Blender](https://hngamers.com/rapid-design-iteration-in-breachers-using-assetpostprocessor-and-blender/) - Triangle Factory’s Jel Sadones and Pieter Vantorre walk through their Blender-to-Unity pipeline and how they brought the VR tactical FPS title Breachers to life. Read More games | Unity Technologies Blog - [Watch the Unreal Fellowship: Worldbuilding sizzle reel](https://hngamers.com/watch-the-unreal-fellowship-worldbuilding-sizzle-reel/) - See the unique worlds industry professionals created in only three weeks, as they explored the core principles of real-time production design and real-time worldbuilding. - [Unreal Fest Gold Coast 2023](https://hngamers.com/unreal-fest-gold-coast-2023/) - Unreal Fest is heading down under for the first time ever! Join us on the Gold Coast for two action-packed days of skills development, Epic dev support, networking…and an Unreal Fest Party. Get your ticket today! - [GigaBash is a colossal kaiju clash paying homage to Godzilla and Ultraman](https://hngamers.com/gigabash-is-a-colossal-kaiju-clash-paying-homage-to-godzilla-and-ultraman/) - The team at Passion Republic Games talk about being inspired by classic tokusatsu films, designing their own unique kaiju, and getting to work with Godzilla. - [Haute couture and sci-fi merge in new fashion short, Neon Rapture](https://hngamers.com/haute-couture-and-sci-fi-merge-in-new-fashion-short-neon-rapture/) - Filmmaker Tim Richardson’s short film, Neon Rapture, takes Iris van Herpen’s futuristic fashion line into a stunning virtual world, blurring the line between couture and cinema. Learn how Unreal Engine helped them do it inside. - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-312/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-311/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-310/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-309/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-308/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-307/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-306/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-305/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-304/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-303/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-302/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-301/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-300/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-299/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-298/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-297/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-296/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-295/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-294/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-293/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-292/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-291/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-290/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-289/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-288/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-287/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-286/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-285/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-284/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-283/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-282/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-281/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-280/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-279/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-278/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-277/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-276/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-275/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-274/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-273/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-272/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-271/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-270/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-269/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-268/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-267/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-266/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-265/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-264/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-263/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-262/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-261/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-260/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-259/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-258/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-257/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-256/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-255/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-254/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-253/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-252/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-251/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-250/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-249/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-248/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-247/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-246/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-245/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-244/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-243/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-242/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-241/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-240/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-239/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-238/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-237/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-236/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-235/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-234/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-233/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-232/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-231/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-230/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-229/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-228/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-227/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-226/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-225/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-224/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-223/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-222/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-221/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-220/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-219/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-218/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-217/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-216/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-215/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-214/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-213/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-212/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-211/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-210/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-209/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-208/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-207/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-206/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-205/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-204/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-203/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-202/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-201/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-200/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-199/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-198/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-197/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-196/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-195/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-194/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-193/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-192/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-191/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-190/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-189/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-188/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-187/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-186/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-185/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-184/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-183/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-182/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-181/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-180/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-179/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-178/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-177/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-176/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-175/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-174/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-173/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-172/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-171/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-170/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-169/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-168/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-167/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-166/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-165/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-164/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-163/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-162/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-161/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-160/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-159/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-158/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-157/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-156/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-155/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-154/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-153/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-152/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-151/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-150/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-149/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-148/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-147/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-146/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-145/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-144/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-143/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-142/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-141/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-140/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-139/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-138/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-137/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-136/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-135/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-134/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-133/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-132/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-131/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-130/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-129/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-128/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-127/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-126/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-125/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-124/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-123/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-122/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-121/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-120/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-119/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-118/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-117/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-116/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-115/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-114/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-113/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-112/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-111/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-110/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-109/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-108/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-107/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-106/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-105/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-104/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-103/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-102/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-101/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-100/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-99/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-98/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-97/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-96/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-95/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-94/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-93/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-92/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-91/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-90/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-89/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-88/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-87/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-86/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-85/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-84/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-83/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-82/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-81/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-80/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-79/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-78/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-77/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-76/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-75/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-74/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-73/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-72/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-71/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-70/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-69/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-68/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-67/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-66/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-65/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-64/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-63/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-62/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-61/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-60/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-59/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-58/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-57/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-56/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-55/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-54/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-53/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-52/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-51/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-50/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-49/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-48/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-47/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-46/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-45/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-44/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-43/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-42/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-41/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-40/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-39/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-38/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-37/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-36/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-35/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-34/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-33/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-32/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-31/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-30/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-29/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-28/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-27/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-26/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-25/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-24/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-23/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-22/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-21/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-20/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-19/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-18/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-17/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-16/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-15/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-14/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-13/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-12/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-11/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-10/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-9/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-8/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-7/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-6/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-5/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-4/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-3/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation-2/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [How to build a game engine agnostic third person camera implementation](https://hngamers.com/how-to-build-a-game-engine-agnostic-third-person-camera-implementation/) - Game engine agnostic third person camera implementation | Radcade Read More GameDev.net Articles - [Real-time hits the FIFA World Cup: exploring one of broadcast's best-kept secrets](https://hngamers.com/real-time-hits-the-fifa-world-cup-exploring-one-of-broadcasts-best-kept-secrets/) - Learn the Unreal Engine tools and techniques KéexFrame used to create a broadcast cinematic uniquely customized for live coverage of the 2022 FIFA World Cup. - [Join Epic Games at NAB 2023](https://hngamers.com/join-epic-games-at-nab-2023/) - Over 30 companies are showing off Unreal Engine-driven tech and services at NAB 2023. See who’ll be at the show inside. - [April Marketplace Sale preview: over 1,500 products—up to 70% off](https://hngamers.com/april-marketplace-sale-preview-over-1500-products-up-to-70-off/) - From dangerous ninja girls to lushly vibrant pirate islands, there's a multitude of wonderful products to choose from this month. See some of our favorites in the April marketplace sale today. - [On trend and on time: 5 skill-building resources for your next game](https://hngamers.com/on-trend-and-on-time-5-skill-building-resources-for-your-next-game/) - Between GDC last month and the recent release of the 2023 Unity Gaming Report, there are a handful of trends to watch as you plan your next project. Discover a new skill, shortcut, or trick that can better the development process. Read More games | Unity Technologies Blog - [Build a production-ready multiplayer game with Netcode for GameObjects](https://hngamers.com/build-a-production-ready-multiplayer-game-with-netcode-for-gameobjects/) - In this roundup of a four-part webinar series from the Multiplayer team, dive into our Boss Room sample game and explore how you can build a production-ready multiplayer game with Unity and Netcode for GameObjects. Read More games | Unity Technologies Blog - [Firaxis Games talks about designing and developing the superhero tactical experience of Marvel’s Midnight Suns](https://hngamers.com/firaxis-games-talks-about-designing-and-developing-the-superhero-tactical-experience-of-marvels-midnight-suns/) - Firaxis Games, the studio behind the XCOM franchise, dives into the supernatural side of the Marvel Universe in this super-powered tactical strategy game. Find out how they flipped the formula. - [Featured free Unreal Marketplace content—April 2023](https://hngamers.com/featured-free-unreal-marketplace-content-april-2023/) - Go from shark-infested, underwater depths to soaring the skies and beyond with April’s free Marketplace content. - [6 things we heard from creators during GDC 2023](https://hngamers.com/6-things-we-heard-from-creators-during-gdc-2023/) - What did devs ask about during GDC 2023? Catch this roundup for a list of the most noteworthy topics – and related resources – from the ground floor, including rendering hair, maximizing multiplayer, and more. Read More games | Unity Technologies Blog [learn_press_profile] - [My trek to PAX East to discover the next hit games made with Unity](https://hngamers.com/my-trek-to-pax-east-to-discover-the-next-hit-games-made-with-unity/) - Unity’s Alain Wong shares his experience as a first-time PAX East attendee, meeting creators and discovering upcoming Made with Unity games. Read More games | Unity Technologies Blog - [More insights from the 2023 Unity Gaming Report](https://hngamers.com/more-insights-from-the-2023-unity-gaming-report/) - We spoke to creators from our community for the 2023 Unity Gaming Report. In this blog, discover bonus creator insights that were not included in the report. Read More games | Unity Technologies Blog - [Thirdverse puts your finger on the trigger in its immersive VR hero shooter X8](https://hngamers.com/thirdverse-puts-your-finger-on-the-trigger-in-its-immersive-vr-hero-shooter-x8/) - Thirdverse explains how it packs in all the action you’d expect from a hero shooter into X8, a VR game where players can enjoy high-speed tactical combat and use hand gestures to activate powerful abilities. - [Singapore Virtual Production Challenge](https://hngamers.com/singapore-virtual-production-challenge/) - Based in Singapore? Submit your best pitches for short-form content created in UE5. The Infocomm Media Development Authority (IMDA) will provide shortlisted entries with $30,000 SGD to create their project, and the winner will take home $20,000 SGD prize money. Enter today! - [Epic Bootcamp 2023: Animation applications open now for Latin American artists](https://hngamers.com/epic-bootcamp-2023-animation-applications-open-now-for-latin-american-artists/) - Announcing Epic Bootcamp 2023: Animation—a free course that’ll teach you the fundamentals of real-time animation in four weeks. Classes start on May 22, 2023, so if you want in, sign up today. - [Unreal Editor for Fortnite is now available in Public Beta!](https://hngamers.com/unreal-editor-for-fortnite-is-now-available-in-public-beta/) - Unreal Editor for Fortnite (UEFN) combines the power of Unreal Engine with the scale of Fortnite. Use development tools to build games and experiences that can be unlike anything seen in Fortnite so far and publish for millions of players to enjoy. - [New MetaHuman Animator feature set to bring easy high-fidelity performance capture to MetaHumans](https://hngamers.com/new-metahuman-animator-feature-set-to-bring-easy-high-fidelity-performance-capture-to-metahumans/) - Do you love the visual fidelity of MetaHumans but find it hard to make their facial animation equally believable? A new MetaHuman feature set will soon change all that. And you may already have the hardware you need in your pocket. - [Dive into Epic’s announcements from GDC 2023](https://hngamers.com/dive-into-epics-announcements-from-gdc-2023/) - At the State of Unreal, we revealed how we’re laying the foundations for an open ecosystem and economy for all creators. Find out how everything Epic has been building for the past 30 years fits together. - [How an AI-assisted workflow fast-tracks material creation](https://hngamers.com/how-an-ai-assisted-workflow-fast-tracks-material-creation/) - Powered by NVIDIA GPUs, Unity ArtEngine’s AI has simplified workflow, and helped create vMaterials – a free library of over 2,000 high-quality real-world materials. Creating realistic materials can be a time-consuming process. Even when working from high-quality references, it can take days of work to achieve impressive results. So when a team at NVIDIA was building up their vMaterials library, comprising more than 2,000 real-world materials, they looked to an AI-based solution in Unity ArtEngine. Powered by NVIDIA GPUs, ArtEngine became an indispensable tool in the pipeline that raised the quality of the produced textures while speeding up turnaround times for texture creation. - [New Unity Educators Live sessions announced: How emerging tech is transforming learning](https://hngamers.com/new-unity-educators-live-sessions-announced-how-emerging-tech-is-transforming-learning/) - Unity educators can find actionable insights and inspiration to arm their students with the skills to lead the real-time 3D revolution. Register for Unity Educators Live and read on for all the details! - [How the Query system in Unity Mars does procedural layout](https://hngamers.com/how-the-query-system-in-unity-mars-does-procedural-layout/) - The Query system in Unity Mars simplifies the creation of augmented reality (AR) experiences that adapt to the real world around them. Based on constraints that you specify, it finds a way to lay out the scene in a given environment. Read on to learn more about how it works. We designed Unity Mars to help creators make context-adaptable AR. We hoped to solve the primary issues AR developers face: defining content relative to the real world, iteration time and testing in environments, and adapting the way virtual content is laid out in varying real-world environments. We call this the adaptable content problem. Queries are Unity Mars’ way of solving the adaptable content problem. For each distinct piece (or group of pieces) of virtual content that needs to integrate into a place in the real world, Unity Mars devises a query – a request for semantically tagged data that describes part of the real world. Queries have two high-level pieces: One or more conditions that define what data can match the query One or more actions that specify what to do when Unity Mars finds a match Each query is created either by a Proxy, which represents the link between the virtual content and the real world, or by multiple proxies in a Proxy Group. - [The road to 2021: The Performance Optimization team](https://hngamers.com/the-road-to-2021-the-performance-optimization-team/) - We recently shared our roadmap plans for 2021. Now we invite you inside Unity to meet some of the teams working towards these goals. In this second post of our new series, we meet the Performance Optimization team. Our Unity 2021 roadmap explains our priorities for next year. We’re committed to updating production-ready features and delivering key new features based on what you have told us you’re missing from Unity. But we’re equally determined to improve workflows and your overall quality of life when working in the Editor. This post is the second of a series that aims to give you a glimpse behind the scenes. You’ll meet some of the teams working on those initiatives, get to know what drives them, and see the progress they’re making. In this blog post, we’re meeting with team lead Lyndon Homewood and senior software engineer Richard Kettlewell from the performance optimization team to learn more about their focus and plans for next year. - [2020 AI@Unity interns shoutout](https://hngamers.com/2020-aiunity-interns-shoutout/) - Each summer, interns join AI@Unity to develop highly impactful technology that forwards our mission to empower Unity developers with Artificial Intelligence and Machine Learning tools and services. This past summer was no different, and the AI@Unity group was delighted to have 24 fantastic interns. This post will highlight the seven research and engineering interns from the ML-Agents and Game Simulation teams: Yanchao Sun, Scott Jordan, PSankalp Patro, Aryan Mann, Christina Guan, Emma Park and Chingiz Mardanov. Read on to find out more about their experiences and achievements interning at Unity. During the summer of 2020, we had a total of 24 interns in the AI@Unity organization, seven of whose projects will be overviewed here. What was particularly remarkable is that all seven projects were experimental in nature which helped us push the boundaries of our products and services. All seven projects listed below will eventually make their way back into the core product in the coming months as key features that will delight our users. The seven interns whose projects are overviewed in this blog post were part of the ML-Agents and Game Simulation teams: The ML-Agents team is an applied research team that develops and maintains the ML-Agents Toolkit, an open-source project. The ML-Agents Toolkit enables Unity games and simulations to serve as training environments for machine learning algorithms. Developers use ML-Agents to train character behaviors or game AIs with deep reinforcement learning (RL) or imitation learning (IL). This avoids the tediousness of traditional hand-crafted or hard-coded methods. Aside from the GitHub documentation, you can learn more about ML-Agents in this blog post and research paper. The Game Simulation team is a product team whose mission is to enable game developers to test and balance their game by running multiple playthroughs in parallel in the cloud. Game Simulation launched earlier this year, and you can learn more by checking out the case studies we published with our partners iLLOGIKA and Furyion. As Unity grows, our internship program grows as well. In 2021, the size of the AI@Unity internship program will increase to 28 positions. Additionally, we are hiring in more locations, including Orlando, San Francisco, Copenhagen, Vancouver, and Vilnius, for positions ranging from software development to machine learning research. If you are interested in our 2021 internship program, please apply here (and watch this link as we’ll post additional internship roles in the coming weeks). And now, please enjoy the many and varied projects of our talented interns from summer 2020! - [How Metric Validation can help you finetune your game](https://hngamers.com/how-metric-validation-can-help-you-finetune-your-game/) - Today we are excited to share the next step in automating aspects of the balancing workflow by releasing Metric Validation, a precursor to our upcoming Optimization feature. - [What experts expect from enterprise augmented reality and virtual reality in 2020](https://hngamers.com/what-experts-expect-from-enterprise-augmented-reality-and-virtual-reality-in-2020/) - Industry experts and analysts anticipate 2020 will be a breakthrough year for AR and VR in the enterprise sector. Wonder why? We invited 15 AR/VR leaders to share their perspectives and insights in our new report “Top 2020 Trends: Enterprise AR & VR.” According to Deloitte Consulting Managing Director Allan Cook, “Every ten or 15 years, - [Creating safer construction projects with virtual reality](https://hngamers.com/creating-safer-construction-projects-with-virtual-reality/) - Laing O’Rourke, one of the largest privately-owned construction companies in the UK, harnessed the power of Unity’s real-time 3D development platform to create an immersive virtual reality (VR) crane simulator to train its lift team before they ever step foot on a project. Safety management and training is a top priority for the construction industry. - [SketchUp and Rhino plug-ins now available for Unity Reflect](https://hngamers.com/sketchup-and-rhino-plug-ins-now-available-for-unity-reflect/) - New SketchUp and Rhino plug-ins now available for Unity Reflect Read More aec | Unity Technologies Blog - [Best practices for bringing AR applications to the field](https://hngamers.com/best-practices-for-bringing-ar-applications-to-the-field/) - Learn how industrial giant ABB is using Unity and augmented reality to transform field maintenance procedures into a completely paperless process. We recently invited members of ABB’s IS Innovation and Digital Scouting team, Maciej Włodarczyk and Rafał Kielar, to walk us through how they used Unity to develop a new digital field operator system. - [Robotics simulation in Unity is as easy as 1, 2, 3!](https://hngamers.com/robotics-simulation-in-unity-is-as-easy-as-1-2-3/) - Robot development workflows rely on simulation for testing and training, and we want to show you how roboticists can use Unity for robotics simulation. - [New career pathways help you break into the gaming and tech industries](https://hngamers.com/new-career-pathways-help-you-break-into-the-gaming-and-tech-industries/) - Our new guided learning experiences help you create a portfolio, get Unity Certified, and prepare for a new job. - [In parameters in Burst](https://hngamers.com/in-parameters-in-burst/) - The Unity Burst Compiler transforms your C# code into highly optimized machine code. One question that we get often from our amazing forum users like @dreamingimlatios surrounds in parameters to functions within Burst code. Should developers use them and where? We’ve put together this post to try and explain them a bit more in detail. - [How Eidos-Montréal created Grid Sensors to improve observations for training agents](https://hngamers.com/how-eidos-montreal-created-grid-sensors-to-improve-observations-for-training-agents/) - Within Eidos Labs, several projects use machine learning. The Automated Game Testing project tackles the problem of testing the functionality of expansive AAA games by modeling player behavior with agents that have learned behavior using reinforcement learning (RL). In this blog post, we’ll describe how the team at Eidos Labs created the Grid Sensor within the Unity Machine Learning Agents Toolkit (ML-Agents) to better represent the game for machine learning, improving training times and ultimately leading to less expensive models. - [Real-time style transfer in Unity using deep neural networks](https://hngamers.com/real-time-style-transfer-in-unity-using-deep-neural-networks/) - Deep Learning is now powering numerous AI technologies in daily life, and convolutional neural networks (CNNs) can apply complex treatments to images at high speeds. At Unity, we aim to propose seamless integration of CNN inference in the 3D rendering pipeline. Unity Labs, therefore, works on improving state-of-the-art research and developing an efficient neural inference engine called Barracuda. In this post, we experiment with a challenging use case: multi-style in-game style transfer. Deep learning has long been confined to supercomputers and offline computation, but their usability at real-time on consumer hardware is fast approaching thanks to ever-increasing compute capability. With Barracuda, Unity Labs hopes to accelerate its arrival in creators’ hands. While neural networks are already being used for game AI thanks to ML-Agents, there are many applications to rendering which have yet to be demonstrated in real-time game engines. For example: deep-learned supersampling, ambient occlusion, global illumination, style transfer, etc. We chose the latter to demonstrate the full pipeline going from training the network to integration in Unity’s rendering loop. - [Automate your playtesting: Create Virtual Players for Game Simulation](https://hngamers.com/automate-your-playtesting-create-virtual-players-for-game-simulation/) - It’s easy to automate playtesting by creating a Virtual Player (a game-playing agent), then using Game Simulation to run automated playtests with your Virtual Player at scale. - [Learn the Input System with updated tutorials and our sample project, Warriors](https://hngamers.com/learn-the-input-system-with-updated-tutorials-and-our-sample-project-warriors/) - With the Input System, you can quickly set up controls for multiple platforms, from mobile to VR. Get started with our example projects and new video tutorials for beginners and intermediate users. Input is at the heart of what makes your real-time projects interactive. Unity’s system for input standardizes the way you implement controls and provides new advanced functionality. It’s verified for Unity 2019 LTS and newer versions (see the documentation for a full list of supported input devices). Our new tutorial content can help you to get started quickly, even if you’re completely new to developing for multiple platforms. If you’re already familiar with the workflows, learn more about how to use the Input System to drive (other) Unity tools like Cinemachine or Unity UI with Warriors, our main example project. This Meet the Devs session from March explains why we created this new system and includes a demo that outlines workflows for setting up local multiplayer, quickly adding gamepad controls, spawning new players, and implementing mobile controls. Rene Damm, the lead developer of the Input System, also answers questions from the audience about tooling and the team’s roadmap. - [Unity 2020.2 TECH Stream is now available for download](https://hngamers.com/unity-2020-2-tech-stream-is-now-available-for-download/) - With more than 400 improvements, Unity 2020.2 TECH Stream continues our commitment to workflow, stability, and performance enhancements. Check out some of the key highlights below. We had plans for 2020. We were going to do things better to make Unity better for you. And we did. We reexamined our priorities. We listened to you. We committed to improving performance and quality of life for all users – so you can bring your vision to life faster. Unity 2020.2 TECH Stream is packed with all the latest features for those with projects in pre-production, or simply for those who want to leverage the most cutting edge tech to achieve a competitive edge. This version of Unity also ensures a smooth upgrade path forward. To get started, download it here today. Following up on our promise to improve your development experience, in 2020 we shifted our release philosophy. We prioritized quality over quantity and reduced the number of releases to two per year, giving our engineers an extended stabilization phase. If you’re about to lock in your production on a specific version of Unity, for maximum stability we always recommend you use the latest Long-Term Support (LTS) version of Unity (that’s why it’s the default download in the Unity Hub), currently Unity 2019 LTS. Unity 2020 LTS, which will include the feature set we’re summarizing below plus further stabilization and bug fixes, will be available in spring 2021. - [Combating the COVID-19 crisis with interactive safety training for healthcare workers](https://hngamers.com/combating-the-covid-19-crisis-with-interactive-safety-training-for-healthcare-workers/) - Learn how Immersion leveraged Unity to quickly create and deploy an interactive training for healthcare workers fighting COVID-19 on the frontlines. Read More manufacturing | Unity Technologies Blog - [How Daimler uses Unity across its automotive lifecycle](https://hngamers.com/how-daimler-uses-unity-across-its-automotive-lifecycle/) - Unity powers Daimler to create mixed reality experience across the automotive lifecycle Read More manufacturing | Unity Technologies Blog - [Pixyz’s 2020.1 update brings grit and gloss to data preparation](https://hngamers.com/pixyzs-2020-1-update-brings-grit-and-gloss-to-data-preparation/) - For their 2020.1 release, our partners at Pixyz have focused on improvements ranging from core geometry capabilities and new import formats to visualization and user interface enhancements. Learn more. Read More manufacturing | Unity Technologies Blog - [Use articulation bodies to easily prototype industrial designs with realistic motion and behavior](https://hngamers.com/use-articulation-bodies-to-easily-prototype-industrial-designs-with-realistic-motion-and-behavior/) - Unity's physics engine has a new feature to help you create your industrial designs. Learn how ArticulationBody can benefit your future designs. Read More manufacturing | Unity Technologies Blog - [Learn to create AR and VR apps in Unity](https://hngamers.com/learn-to-create-ar-and-vr-apps-in-unity/) - Designed for creators new to AR and VR development, these comprehensive courses on the Unity Learn platform teach you the skills to build AR and VR apps for a variety of use cases. Read More manufacturing | Unity Technologies Blog - [Visualizing BMW’s self-driving future](https://hngamers.com/visualizing-bmws-self-driving-future/) - BMW employs Unity across its automotive lifecycle, from transforming production processes with AR and VR to marketing its vehicles in groundbreaking ways. Learn more. Read More manufacturing | Unity Technologies Blog - [How to scale your Apple Search Ads campaigns](https://hngamers.com/how-to-scale-your-apple-search-ads-campaigns/) - There are two main strategies to scale your Apple Search Ads campaigns: optimizing keywords and optimizing product pages. By knowing how to optimize both sides together, you can scale up efficiently. Read More games | Unity Technologies Blog [learn_press_profile] - [Developing for blindness and low vision in VR with Cosmonious High](https://hngamers.com/developing-for-blindness-and-low-vision-in-vr-with-cosmonious-high/) - In this guest post, Owlchemy Labs’ Jazmin Cano dives deep into how the team used Unity to develop an all-new vision accessibility update for Cosmonious High in virtual reality (VR). Read More games | Unity Technologies Blog [learn_press_profile] - [Hi-Fi RUSH was inspired by Shaun of the Dead and Futurama](https://hngamers.com/hi-fi-rush-was-inspired-by-shaun-of-the-dead-and-futurama/) - Developer Tango Gameworks talks about how Blueprints, UE’s Animation Editor, and the Editor Utility Widget allowed the studio to create the unique rhythmic action gameplay. - [Explore, learn and create with the new HDRP Scene template](https://hngamers.com/explore-learn-and-create-with-the-new-hdrp-scene-template/) - We are excited to share our brand-new template for the High Definition Render Pipeline (HDRP), which helps beginners get started with multi-room lighting setups, physically based lighting intensities, and much more. The scene has been created by a small group of game industry veterans composed of 3D environment artists, VFX artists, lighting artists, and technical artists. They worked previously on world-renowned game licenses such as Assassin’s Creed, Batman: Arkham, Crysis, FIFA, Grand Theft Auto, Need for Speed, Red Dead Redemption, and Watch Dogs. - [The road to 240 million virtual kilometers: BMW’s autonomous driving journey with Unity](https://hngamers.com/the-road-to-240-million-virtual-kilometers-bmws-autonomous-driving-journey-with-unity/) - Before BMW’s autonomous driving technology is mass production-ready, it will need to drive 240 million virtual kilometers. Learn how Unity is helping BMW put more virtual miles on its odometer every day. Read More manufacturing | Unity Technologies Blog - [ONE PIECE ODYSSEY turns the popular manga into a rousing RPG adventure as a celebration of its 25th anniversary](https://hngamers.com/one-piece-odyssey-turns-the-popular-manga-into-a-rousing-rpg-adventure-as-a-celebration-of-its-25th-anniversary/) - For the 25th anniversary of the ONE PIECE manga and anime series, Bandai Namco Entertainment and ILCA explain how they crafted ONE PIECE ODYSSEY, an immense RPG adventure that honors the series’ history. - [From Lion King to fairyland: inside the beautiful world of Brave Creatures](https://hngamers.com/from-lion-king-to-fairyland-inside-the-beautiful-world-of-brave-creatures/) - Journey into a short that feels destined for bigger things, as we learn how an Academy Award-winner tapped Epic Ecosystem standards like UE5, Megascans, MetaHumans, and the Path Tracer to pull you into a fairy world on the brink of war. - [34EVERLAST represents a composer's journey deep into game development](https://hngamers.com/34everlast-represents-a-composers-journey-deep-into-game-development/) - Syohei Ogami of Kanata Lab spent years as a successful musician, only to see a musical project turn into 34EVERLAST, a high-speed action game that you can complete in as little as 10 minutes. - [Why Ukiyo is a casual game about escaping a Japanese virtual reality](https://hngamers.com/why-ukiyo-is-a-casual-game-about-escaping-a-japanese-virtual-reality/) - Ukiyo’s Epic MegaGrant introduced devs to Japan’s indie game scene. - [March Marketplace Sale preview: over 1,500 products—now 70% off](https://hngamers.com/march-marketplace-sale-preview-over-1500-products-now-70-off/) - There are all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [Crafting the neon lights and crushingly loud music of Tokyo Underground Killer](https://hngamers.com/crafting-the-neon-lights-and-crushingly-loud-music-of-tokyo-underground-killer/) - Unreal Engine’s Editor Utility Widget shaped the Epic MegaGrant recipient’s key manga look and feel. - [How Unreal Engine helped Ryu Ga Gotoku Studio reinvent Like a Dragon: Ishin! for modern consoles](https://hngamers.com/how-unreal-engine-helped-ryu-ga-gotoku-studio-reinvent-like-a-dragon-ishin-for-modern-consoles/) - Ryu Ga Gotoku Studio revisits one of its older Yakuza spin-offs with Like a Dragon: Ishin. The developer turns to Unreal Engine to remaster a title that never saw a Western release until now. - [Prepare students for in-demand careers with new high-impact resources](https://hngamers.com/prepare-students-for-in-demand-careers-with-new-high-impact-resources/) - The Unity Academic Alliance, a program for postsecondary institutions, now features valuable new additions including competency-based curricular frameworks, deep discounts on Unity products, and Unity Certifications. Read on to learn more about how these updates can benefit your school. As the world’s leading platform for creating interactive, real-time 3D content, Unity is used for everything from game development to augmented reality (AR) and virtual reality (VR) applications in fields like architecture, engineering, and construction (AEC), automotive, transportation, and manufacturing (ATM), and media and entertainment. Because of its broad application across a variety of high-tech roles, real-time 3D development skills are in high demand. Jobs using these skills are growing over 600% faster than the overall job market; AR/VR and gaming engineering roles had the highest job growth in 2019. Real-time 3D skills are invaluable for students interested in a rewarding, high-growth career. Since launching in 2018, Unity Academic Alliance (UAA) has helped over 100 postsecondary institutions start and expand innovative programs in real-time 3D development to prepare students for these in-demand roles. UAA members have benefited from professional development and upskilling opportunities to support their faculty in teaching Unity. They have also had access to Unity Certification materials. The Unity education team has spent the past few months gathering member feedback to ensure that UAA provides the tools and resources to make their programs a success. Today, as a result of this feedback, we’re excited to share three major updates to the UAA program. - [2D Pixel Perfect for a crisp conquest in Skul: The Hero Slayer](https://hngamers.com/2d-pixel-perfect-for-a-crisp-conquest-in-skul-the-hero-slayer/) - In this blog, the creators of Skul:The Hero Slayer explain how they leveraged Unity's full suite of 2D Tools to create sharp pixel perfect 2D artwork. - [Introducing Shader Graph’s new Master Stack](https://hngamers.com/introducing-shader-graphs-new-master-stack/) - In Unity 2020.2, we introduced several new features in Shader Graph that improved the workflow for artists. For example, by refining the user experience overall and introducing the Graph Inspector, Graph Editor performance has been greatly improved. As the end point of the Graph, the Master Stack is now a modular collection of feature blocks, replacing the monolithic Master Node. The Master Stack is the end point of a Shader Graph that defines the final surface appearance of a shader. It helps users visualize the relationship between operations that take place in the vertex stage and the fragment stage. With Unity 2020.2, the Master Stack replaces the Master Node of earlier Unity versions. - [The road to 2021: Visual scripting in Unity](https://hngamers.com/the-road-to-2021-visual-scripting-in-unity/) - We recently shared our roadmap plans for 2021. Now, we invite you inside Unity to meet some of the teams working toward these goals. In this fourth post of our new series, we meet with the Visual Scripting team. Our Unity 2021 roadmap explains our priorities for this year. Thanks to the excellent feedback we’ve gathered since that blog post, we’re even more committed to updating production-ready features and delivering new key features. Not only that, we’re determined to improve workflows and your overall quality of life when working in the Editor. A key element of our roadmap is communicating with you, our users, about how we plan to put this into practice. By giving you behind-the-scenes looks at our processes, we hope to help you better understand how Unity is working to empower creators. Meet Development Manager Adam Blahuta and Technical Lead Theo Richart from the Visual Scripting team. They’ll help us to understand what visual scripting is and why it’s one of the top six priorities for Unity in 2021. If you’ve played Warhammer: Underworlds Online, then you’ve experienced visual scripting at work. Think of visual scripting as the workflow to create logic for games and apps without writing any code. This workflow uses visual, node-based graphs that both programmers and nonprogrammers can use to design logic or to quickly create prototypes. - [Learn 3D art optimization for mobile with Arm](https://hngamers.com/learn-3d-art-optimization-for-mobile-with-arm/) - Our new course, 3D Art Optimization for Mobile Applications, is designed for technical artists and content creators. Upskill your mobile game dev skills with 8 hours of materials on optimizing geometry, shaders, lighting and more. Mobile games can demonstrate a range of problems. A game may exhibit low frame rates, appear jumpy, make your phone warm, and use up considerable battery life. Throttling and frame rate drops can frustrate players and take away from the game’s experience. These issues may be caused by a complex model or an unoptimized shader. But optimizing 3D assets for mobile devices can prove challenging because of the variety of mobile hardware and their differing capabilities and limitations. Artists and creators have to balance bringing their visions to life while working within the capabilities of mobile hardware. We teamed up with our partner Arm to bring Unity creators a new intermediate-level Unity Learn course, 3D Art Optimization for Mobile Applications. Arm is the intellectual property (IP) semiconductor company behind the pervasive Arm Cortex® CPUs and Arm Mali™ GPUs. - [How Respawn took VR Above and Beyond the status quo](https://hngamers.com/how-respawn-took-vr-above-and-beyond-the-status-quo/) - Medal of Honor: Above and Beyond is one of the most ambitious projects Respawn has ever undertaken. An action packed, incredibly immersive VR experience set in World War II with a deep single player campaign and full-feature multiplayer, MOHAB is testing the limits of Virtual Reality. Players step into the boots of an agent of the Office of Strategic Services (OSS) in war torn Europe. The game takes you through historic events on land, air, and sea, sabotaging Nazi bases, subverting enemy plans and aiding the French Resistance. With this ambitious campaign and a full multiplayer experience to balance, the agile team at Respawn tasked with bringing MOHAB to life had to be smart with their resources. Delivering the networking, matchmaking, and voice comms for top titles is what Unity Multiplayer Services does best, and so we were honored to partner with Respawn and help them focus on creating a new frontier for the beloved Medal of Honor franchise. - [Unity 2021.1 beta is available for feedback](https://hngamers.com/unity-2021-1-beta-is-available-for-feedback/) - The Unity 2021.1 beta kicks off this year’s Tech Stream with a continued focus on quality and productivity, plus integrated visual scripting. Read on to learn what’s available for you to try out today. Unity 2020.1 and 2020.2 included many improvements to existing functionality that make Unity workflows even more intuitive to boost your productivity. With the 2021.1 beta, we’re building on this foundation while also introducing the first iteration of the new key features announced in our 2020 roadmap blog post. Some of highlights in 2021.1 are ready to be tested – and we’d love to hear your feedback: Visual scripting: Create scripting logic without coding Graphics: Point Light Shadows on for the Universal Render Pipeline (URP) and static shadow casters for the High Definition Render Pipeline (HDRP) Editor: Performance improvements, including quick search and global variables for localization Scripting: Faster IL2CPP, incremental C# script compilation, precision time API, and Code Coverage features Profiler: Can now profile multiple players and servers from one machine, plus improvements to Memory Profiler Artist tools: ProBuilder’s point-to-point cut, Cinemachine support for physical cameras, and Timeline improvements, plus greater stability in cinematic tools and Python for Unity 2D tools: Tilemap UX features, Sprite Swap workflow Platforms: General improvements Package lifecycle: Changes to how we roll out and classify new features and packages You can get the latest beta from the Unity Hub or on our download page. As of today, it includes over 1700 fixes and more than 240 features and changes. Remember, the beta is not intended for use in production-stage projects, and you should also make sure to back up your existing projects if you plan to use them with the beta, as always. That said, we would love to know how Unity 2021.1 works for you – submit a bug report to qualify for your chance to win one of four ultrawide IPS 34” 144 Hz monitors. Also, don’t hesitate to visit and post in the beta forum, where Unity staff across teams are monitoring and considering your valuable feedback. Finally, make sure to sign up for the webinar on February 25, where the Creator Advocacy team will demo many of the new features in Unity 2021.1 beta. You can learn more about the webinar and sweepstakes below. Join the hands-on 2021.1 webinar - [How real-time 3D (RT3D) experiences are transforming global industries](https://hngamers.com/how-real-time-3d-rt3d-experiences-are-transforming-global-industries/) - A new Forrester study sheds light on the adoption of real-time 3D technology and how it’s changing the way manufactuing and AEC companies do business. Read More aec | Unity Technologies Blog - [A lightning round of great tips for 2D games](https://hngamers.com/a-lightning-round-of-great-tips-for-2d-games/) - Learn how to use Unity's full suite of 2D Tools efficiently and quickly for your project with tips and tricks from our 2D technical product managers. - [Toyota makes mixed reality magic with Unity and Microsoft HoloLens 2](https://hngamers.com/toyota-makes-mixed-reality-magic-with-unity-and-microsoft-hololens-2/) - Learn how Unity and HoloLens 2 have become essential tools at the world’s largest automaker to streamline processes, increase understanding, and save time. Read More manufacturing | Unity Technologies Blog - [Empowering Honda’s designers to create beautiful interactive presentations in 1 day](https://hngamers.com/empowering-hondas-designers-to-create-beautiful-interactive-presentations-in-1-day/) - Learn how Honda took advantage of Unity’s extensibility and Unity Scripting API to create a custom, simplified version of the Unity Editor. Read More manufacturing | Unity Technologies Blog - [Zutari uses Unity to design renewable energy sites for a more sustainable future](https://hngamers.com/zutari-uses-unity-to-design-renewable-energy-sites-for-a-more-sustainable-future/) - See how Zutari, a South African engineering consultancy, is using Unity’s real-time 3D development platform to automate large-scale solar photovoltaics (PV) projects to reduce the time required to develop design-level insights and decrease costs. Read More aec | Unity Technologies Blog - [Japan Games Week 2023](https://hngamers.com/japan-games-week-2023/) - Check out the diverse array of Unreal Engine-powered games coming out of Japan. - [Introduction to Unity for AEC and how to create real-time 3D experiences](https://hngamers.com/introduction-to-unity-for-aec-and-how-to-create-real-time-3d-experiences/) - Check out our AEC Digital Series to understand how Unity for AEC can significantly improve your workflow. Read More aec | Unity Technologies Blog - [What’s new in Unity Mars](https://hngamers.com/whats-new-in-unity-mars/) - Discover tools for body tracking, a new collection of content, companion app, and more. - [Tackling profiling for mobile games with Unity and Arm](https://hngamers.com/tackling-profiling-for-mobile-games-with-unity-and-arm/) - Learn how to take on mobile performance issues with profiling tools from Unity and Arm. Go in depth on how to profile with Unity, how to optimize performance drop offs and tips and tricks on getting the most out of your game assets. - [In-Editor tutorials available to try in Unity 2021.1](https://hngamers.com/in-editor-tutorials-available-to-try-in-unity-2021-1/) - This new pre-release package helps Unity developers create In-Editor interactive tutorials for their Editor tools and projects. - [Introducing Unity Forma: Reimagine marketing with real-time 3D](https://hngamers.com/introducing-unity-forma-reimagine-marketing-with-real-time-3d/) - Unity Forma empowers marketing professionals to quickly create and publish marketing content and interactive experiences from 3D product data – without needing to learn the intricacies of Unity or how to code. Learn more. Read More manufacturing | Unity Technologies Blog - [Mortenson releases Unity on Climate Pledge Arena](https://hngamers.com/mortenson-releases-unity-on-climate-pledge-arena/) - Mortenson used Unity to create a virtual reality (VR) walkthrough of Climate Pledge Arena, the new home of the Seattle Kraken. The immersive and collaborative virtual environment enables project, sales and marketing, and ownership teams to review designs and give tours before the arena is built. Read More aec | Unity Technologies Blog - [AAA vets share advice on setting up a scalable DevOps toolchain](https://hngamers.com/aaa-vets-share-advice-on-setting-up-a-scalable-devops-toolchain/) - Learn how Monster Closet Games maximizes efficiency with engine-agnostic DevOps solutions and automations, including Unity Version Control and Backtrace. Read More games | Unity Technologies Blog - [Self-service publishing now available for the Epic Games Store!](https://hngamers.com/self-service-publishing-now-available-for-the-epic-games-store/) - Want to distribute your PC game to an audience of over 68 million monthly active PC users? Now you can register, configure, and distribute eligible PC games on the Epic Games Store directly through the dev portal. - [Featured free Unreal Marketplace content—March 2023](https://hngamers.com/featured-free-unreal-marketplace-content-march-2023/) - Transport your characters to the opera, the great outdoors, or cozy up in a modern home with this month’s free Unreal Marketplace 3D assets. Take a look at the options inside! - [Building communication into the heart of a puzzle game](https://hngamers.com/building-communication-into-the-heart-of-a-puzzle-game/) - Mairi Nolan, lead game designer at Eleven Puzzles, shares the importance of verbal interaction and how the team built communication into the studio’s latest release Unsolved Case. Read More games | Unity Technologies Blog - [Free Control Rig and Mannequin asset packs now available for real-time animators](https://hngamers.com/free-control-rig-and-mannequin-asset-packs-now-available-for-real-time-animators/) - Available now on the Unreal Engine Marketplace, our new Control Rig Samples and Mannequins asset packs can be downloaded for free. If you don’t have any prior experience with real-time animation, this is a perfect place to begin a lifelong journey. - [Multiplayer games require coordination and teamwork, so it’s important to understand the basics of game mechanics and strategies. "Level Up Your Skills with Unity: A Guide to Multiplayer Gaming"](https://hngamers.com/unity-lets-get-this-multiplayer-game-started/) - Ready, set, unity! Let's get this multiplayer game going! - [Insomniac Games and assisted creation](https://hngamers.com/insomniac-games-and-assisted-creation/) - Looking to remaster old content? Upres 2.0 enables you to take old, outdated assets and elevate them to meet today’s standards. - [Get to know Dragon Crashers – our latest 2D sample project](https://hngamers.com/get-to-know-dragon-crashers-our-latest-2d-sample-project/) - Discover how Dragon Crashers used Unity's suite of native 2D Tools to fulfill their ambitious goals for animation, inverse kinematics, level design, and more! - [Unity Reflect adds Navisworks integration to enable BIM coordination](https://hngamers.com/unity-reflect-adds-navisworks-integration-to-enable-bim-coordination/) - New Unity Reflect release adds Navisworks support, project sharing through cloud, and improved navigation and visuals. We created Unity Reflect to empower the architecture, engineering, and construction (AEC) industry to create highly customizable real-time 3D experiences in augmented reality (AR) and virtual reality (VR) on an array of devices. Today, Unity is being used across - [Preserving European royal heritage with RealityCapture and Unreal Engine](https://hngamers.com/preserving-european-royal-heritage-with-realitycapture-and-unreal-engine/) - To conserve the legacy of Sisi, 19th-century Empress of Austria and Queen of Hungary, digital art service Artzenal has recreated sections of the Empress’s private collection—along with her palace chambers in Vienna as they would have looked during her lifetime—in breathtaking detail. - [Tales from the optimization trenches: Saving memory with Addressables](https://hngamers.com/tales-from-the-optimization-trenches-saving-memory-with-addressables/) - Efficient streaming of assets in and out of memory is a key element of any quality game. As a consultant on our Professional Services team, I’ve been striving to improve the performance of many customer projects. That’s why I’d like to share some tips on how to leverage the Unity Addressable Asset System to enhance your content loading strategy. - [Real-time 101: explore the end-to-end animation process in Unity](https://hngamers.com/real-time-101-explore-the-end-to-end-animation-process-in-unity/) - What happens when you take a badger, a bullfrog, a bunny, and a bear, and bring them together in a Unity scene? - [Unity 2020 LTS and Unity 2021.1 Tech Stream are now available](https://hngamers.com/unity-2020-lts-and-unity-2021-1-tech-stream-are-now-available/) - We know that creators work differently. That’s why we offer two release versions, Tech Stream and Long-Term Support (LTS), so you can choose the solution that better fits your needs. - [A new Package Manager experience in Unity 2021.1](https://hngamers.com/a-new-package-manager-experience-in-unity-2021-1/) - The Package Manager is a modular system and API designed to speed up your workflows and optimize the size of your runtime by offering Unity-developed features as optional packages. - [Find out what’s new for the Addressable Asset System](https://hngamers.com/find-out-whats-new-for-the-addressable-asset-system/) - The Addressable Asset System allows you to safely and efficiently manage the content of complex Unity projects. Discover how the Synchronous Addressables API can make switching your project to this flexible system easier than before. - [Boosting computer vision performance with synthetic data](https://hngamers.com/boosting-computer-vision-performance-with-synthetic-data/) - You need a lot of data to train a computer vision model to effectively interpret its surroundings, which can strain resources. Read this guest post to discover how Neural Pocket, an AI solution provider, used synthetic data to enable its computer vision models. - [Bursting into 2021 with Burst 1.5](https://hngamers.com/bursting-into-2021-with-burst-1-5/) - Our High Performance C# (HPC#) compiler technology, Burst, has gone from strength to strength. In the latest version Burst 1.5, we’ve made some major improvements. In this post we’ll take you through the headline features, and show you how to make the most of Burst in your projects. - [5 innovative projects tackling pandemic challenges with real-time 3D](https://hngamers.com/5-innovative-projects-tackling-pandemic-challenges-with-real-time-3d/) - Learn how enterprises are overcoming COVID-19 challenges by turning to immersive technologies, and how these tools will continue to affect the way we work in 2021. The COVID-19 pandemic took the world by storm, introducing a myriad of unprecedented challenges. From adapting to remote work to the difficulties of social distancing, companies faced workplace - [Create state-of-the-art car cockpits with Elektrobit’s EB GUIDE and Unity](https://hngamers.com/create-state-of-the-art-car-cockpits-with-elektrobits-eb-guide-and-unity/) - Unity is collaborating with Elektrobit (EB), whose EB GUIDE platform powers in-car UIs for more than 50 million vehicles from manufacturers such as Audi, GM, and Volkswagen. Learn more about the Unity-EB HMI collaboration at our upcoming session during CES 2021. Read More manufacturing | Unity Technologies Blog - [Pixyz 2020.2 – Advanced optimization for industry](https://hngamers.com/pixyz-2020-2-advanced-optimization-for-industry/) - With the release of 2020.2 products from Unity partner Pixyz, our customers within multiple industries can benefit from new functionality that combines advanced game-inspired optimization with expanded and improved interoperability. Learn more. Read More manufacturing | Unity Technologies Blog - [Importing 3D product data into Unity Forma](https://hngamers.com/importing-3d-product-data-into-unity-forma/) - Unity Forma makes it easy to create and publish marketing content and interactive experiences, including real-time 3D product configurators, from 3D product data. Let’s explore the import process and how to take the first step to start marketing your products in immersive ways on the web, mobile devices, and more. Read More manufacturing | Unity Technologies Blog - [Augment assembly work planning with digital human simulations](https://hngamers.com/augment-assembly-work-planning-with-digital-human-simulations/) - Learn how Unity is supporting the MOSIM research project to simulate and analyze complex, realistic human motions for a range of manufacturing use cases. Read More manufacturing | Unity Technologies Blog - [3 reasons to consider Unity Mars for your next AR project](https://hngamers.com/3-reasons-to-consider-unity-mars-for-your-next-ar-project/) - Unity Mars is a tool to help kickstart and further support AR development. Read on to explore three specific scenarios and use cases that can make Unity Mars a win for your team’s next AR project. - [How to speed up 2D art workflows with 2D PSD Importer](https://hngamers.com/how-to-speed-up-2d-art-workflows-with-2d-psd-importer/) - 2D games are made from hundreds or even thousands of sprites. The 2D team at Unity is continuously working to improve round-tripping workflows, including the steps needed to import, and iterate on, assets. A major improvement is the 2D PSD Importer package. Read on to learn how to import Photoshop PSB files into your project and explore real use cases that can boost your productivity when working with 2D assets. - [Supercharge your computer vision models with synthetic datasets built by Unity](https://hngamers.com/supercharge-your-computer-vision-models-with-synthetic-datasets-built-by-unity/) - Is your limited dataset holding back the performance of your computer vision model? Using the power of the Unity Computer Vision Perception Package, Unity can unlock the potential of your computer vision model by generating custom datasets tailored to your specific requirements. Today, Unity Computer Vision Datasets are available to customers worldwide. Find out more about this new offering. - [ML-Agents v2.0 release: Now supports training complex cooperative behaviors](https://hngamers.com/ml-agents-v2-0-release-now-supports-training-complex-cooperative-behaviors/) - Today, we’re delighted to announce the v2.0 release of the ML-Agents Unity package, currently on track to be verified for the 2021.2 Editor release. - [Impress your friends with these #unitytips from the community](https://hngamers.com/impress-your-friends-with-these-unitytips-from-the-community/) - We’re back with another edition of the #unitytips roundup. When we released our first roundup earlier this year, you told us that it took your projects to the next level, so we’re back with even more best practices. - [Supercharge your Unity Microgame with these top assets](https://hngamers.com/supercharge-your-unity-microgame-with-these-top-assets/) - Check out some of the Asset Store’s most popular items to power your Microgame projects to the finish line this spring. - [Unity reveals latest AR Companion app feature at Apple WWDC 21](https://hngamers.com/unity-reveals-latest-ar-companion-app-feature-at-apple-wwdc-21/) - At this year’s WWDC, Apple announced their exciting new technology for capturing real-world objects. Unity has been working closely with Apple to bring Object Capture into our Companion-to-Editor workflows. - [From headsets to real-world physics: Get the most out of Unity Verified Solutions Partners](https://hngamers.com/from-headsets-to-real-world-physics-get-the-most-out-of-unity-verified-solutions-partners/) - Many of the latest VSPs for industry focus on amplifying the immersiveness of augmented reality (AR) and virtual reality (VR) experiences to foster emotional engagement with users. Discover how our latest VSPs can amp up your immersive experiences. - [Next-level Mega Bundles to put your game on the map](https://hngamers.com/next-level-mega-bundles-to-put-your-game-on-the-map/) - Discover level-design assets to liven up your game’s environment, stylize your storytelling, and chart your own course - [Take a deep dive into the verification process for Verified Solutions Partners](https://hngamers.com/take-a-deep-dive-into-the-verification-process-for-verified-solutions-partners/) - The Verified Solutions Partners (VSP) program was created in response to common critiques voiced by our community of creators like you – namely, that it’s challenging to assess quality and performance when purchasing third-party products. - [Valerio Dewalt Train used Unity Reflect to reimagine the Denver skyline](https://hngamers.com/valerio-dewalt-train-used-unity-reflect-to-reimagine-the-denver-skyline/) - Learn how Valerio Dewalt Train created a 1:1 scale on-site augmented reality (AR) application to showcase a 36-story skyline-altering tower before it was built using Unity Reflect. Read More aec | Unity Technologies Blog - [Unity Reflect beta release adds new viewer to improve user experience and workflow](https://hngamers.com/unity-reflect-beta-release-adds-new-viewer-to-improve-user-experience-and-workflow/) - Unity Reflect beta release delivers a user-friendly stand-alone application for the design and construction community while improving on development workflows. Read More aec | Unity Technologies Blog - [Bring interactive, real-time 3D product configurators to the mobile web and more with Unity Forma](https://hngamers.com/bring-interactive-real-time-3d-product-configurators-to-the-mobile-web-and-more-with-unity-forma/) - Reaching your audience everywhere is critical to digital marketing success. Learn how Unity Forma, our new product for marketing professionals, makes it easy to create and publish real-time 3D product configurators to multiple endpoints, including mobile web. Read More manufacturing | Unity Technologies Blog - [SAP shapes the future of work with Unity](https://hngamers.com/sap-shapes-the-future-of-work-with-unity/) - Learn how SAP is bringing business data beyond computer screens with the help of Unity. The enterprise software giant sees augmented reality (AR), virtual reality (VR), and mixed reality (XR) as the next UX frontier to reinvent how businesses are run. With 200 million cloud users worldwide, SAP helps companies everywhere become a “best-run - [Take a ride with the Auto Showroom Sample Template and Volvo XC40 Recharge](https://hngamers.com/take-a-ride-with-the-auto-showroom-sample-template-and-volvo-xc40-recharge/) - Check out our latest sample template featuring a photorealistic, adjustable showroom featuring a 3D model of Volvo Cars’ electric SUV XC40 Recharge Read More manufacturing | Unity Technologies Blog - [Mapping what’s next for in-car navigation experiences](https://hngamers.com/mapping-whats-next-for-in-car-navigation-experiences/) - We’re teaming up with HERE Technologies, the world’s leading location platform that collects data from over 100,000 sources and powers maps in over 150 million vehicles, to reimagine in-car experiences. Check out our shared vision for the future of embedded automotive human-machine interfaces (HMIs) in a new demo made with Unity and featuring HERE - [What’s new in UI Toolkit?](https://hngamers.com/whats-new-in-ui-toolkit/) - UI Toolkit is a collection of features, resources, and tools for developing graphical user interfaces. First seen in 2019.1 as UI Elements, UI Toolkit introduced a retained mode UI framework that allowed for the development of custom UI for Unity Editor extensions. As of the 2021.2 version, UI Toolkit supports the authoring of runtime UI, so you can use it to create UI for games and applications directly in Unity. - [Optimize your mobile game performance: Get expert tips on physics, UI, and audio settings](https://hngamers.com/optimize-your-mobile-game-performance-get-expert-tips-on-physics-ui-and-audio-settings/) - Our Integrated Success team supports Unity customers with their complex technical issues. We sat down with this team of senior software engineers and asked them to share some of their expertise on mobile game optimization. - [ML-Agents plays DodgeBall](https://hngamers.com/ml-agents-plays-dodgeball/) - We are excited to share a new open-source environment to further demonstrate what ML-Agents can do. DodgeBall is a competitive team vs. team shooter-like environment where agents compete in rounds of Elimination or Capture-the-Flag. - [Discover the tools you need with flexible feature sets in Package Manager](https://hngamers.com/discover-the-tools-you-need-with-flexible-feature-sets-in-package-manager/) - Discover Unity 2021.2 beta and leverage feature sets to remove additional setup and configuration, so you can start creating faster. - [Behind the scenes: Speeding up Unity workflows](https://hngamers.com/behind-the-scenes-speeding-up-unity-workflows/) - Rapid prototyping is a key element of any creative work. In this blog post, learn what we’re doing to optimize the core of the Unity Editor so that you can iterate quickly through the entire lifetime of your productions, from importing assets to building and deploying a playable game. - [Simulate robots with more realism: What’s new in physics for Unity 2021.2 beta](https://hngamers.com/simulate-robots-with-more-realism-whats-new-in-physics-for-unity-2021-2-beta/) - Unity 2021.2 beta contains usability improvements to the physics features that enable new use cases while providing easier authoring and faster debugging in the field of robotics. - [5 ways to speed up your workflows in the Editor](https://hngamers.com/5-ways-to-speed-up-your-workflows-in-the-editor/) - Achieve more in less time with Shortcuts Manager, Presets, QuickSearch, and more. - [Plastic SCM for Unity: Better workflows for stronger collaboration](https://hngamers.com/plastic-scm-for-unity-better-workflows-for-stronger-collaboration/) - Discover how Plastic SCM empowers your team to work quickly and collaborate more efficiently with enhanced version control. - [Optimize your mobile game performance: Expert tips on graphics and assets](https://hngamers.com/optimize-your-mobile-game-performance-expert-tips-on-graphics-and-assets/) - Our Integrated Success team supports Unity customers with their complex technical issues. We sat down with this team of senior software engineers and asked them to share some of their expertise on mobile game optimization. - [How Sounds Hannam used Unity to turn a complex cultural space into an interactive 3D environment](https://hngamers.com/how-sounds-hannam-used-unity-to-turn-a-complex-cultural-space-into-an-interactive-3d-environment/) - The Sounds Hannam Project is an architectural visualization project that digitally created Sounds Hannam, a complex cultural space in Seoul, using HDRP in Unity. Read More aec | Unity Technologies Blog - [How House by Urban Splash is working to solve the housing crisis with Unity and Furioos](https://hngamers.com/how-house-by-urban-splash-is-working-to-solve-the-housing-crisis-with-unity-and-furioos/) - Learn how House by Urban Splash is revolutionizing the home-buying experience in the United Kingdom with its Unity and Furioos-based configurator. Read More aec | Unity Technologies Blog - [How Galderma is sculpting the future of anatomy training](https://hngamers.com/how-galderma-is-sculpting-the-future-of-anatomy-training/) - Effective training of healthcare professionals translates to satisfied patients. We invited creative agency Sector 5 Digital (S5D) to tell us more about their work to build an innovative training application used by more than 50,000 healthcare workers to date with Galderma, the world’s largest independent dermatological pharmaceutical company. Read More manufacturing | Unity Technologies Blog - [Making robots more accessible with Forge/OS and Unity](https://hngamers.com/making-robots-more-accessible-with-forge-os-and-unity/) - We’ve seen our robotics customers do some really amazing things using Unity—from testing and training a robot in simulation to operating a real-life robot. Learn how READY Robotics is using Unity with Forge/OS to enable more robotics creators in this guest post by READY’s Co-Founder and Chief Innovation Officer, Kel Guerin, and their VP - [Why this college is teaching real-time 3D to the next generation of automotive designers](https://hngamers.com/why-this-college-is-teaching-real-time-3d-to-the-next-generation-of-automotive-designers/) - The College for Creative Studies (CCS) in Detroit, Michigan has been at the forefront of innovation for over 110 years. We’ve partnered with this leading art and design college to create a series of hands-on courses to better equip post-secondary students with real-time skills for the automotive industry. Read More manufacturing | Unity Technologies Blog - [Velodyne Lidar and Unity team up to enhance lidar simulation](https://hngamers.com/velodyne-lidar-and-unity-team-up-to-enhance-lidar-simulation/) - Data volume is one of the main challenges facing lidar simulation. One leading lidar solution provider is using Unity’s Sensor SDK, System Graph, and High Definition Render Pipeline (HDRP) to simulate the data required to research and produce sensors. In this blog, Peter Desrosier, Multimedia Content Developer at Velodyne Lidar, shares their approach. Read More manufacturing - [Pixyz Software joins Unity](https://hngamers.com/pixyz-software-joins-unity/) - Unity has acquired Pixyz Software, the best-in-class provider of 3D data preparation and optimization software. With Pixyz’s portfolio of products, professional creators across industries can more easily and quickly import 3D data into Unity and optimize any model for real-time 3D development. Read More manufacturing | Unity Technologies Blog - [Join Unity at Autodesk University 2021](https://hngamers.com/join-unity-at-autodesk-university-2021/) - Register for Autodesk University 2021 and learn from industry experts who are innovating in fields like architecture, engineering, construction, design, manufacturing, and media and entertainment. Read More aec | Unity Technologies Blog - [New, templated, and faster than ever: Unity material workflows in ArtEngine 2021.10](https://hngamers.com/new-templated-and-faster-than-ever-unity-material-workflows-in-artengine-2021-10/) - The latest ArtEngine release comes with many long-awaited features, plus a reduction to the standard annual license pricing, now just $19.00/month. In this blog, we unpack all of the updated tools – including templates, Feature Selector, and new approaches for exporting materials to Unity. - [Marketing products in hyper-realistic ways with Unity ArtEngine](https://hngamers.com/marketing-products-in-hyper-realistic-ways-with-unity-artengine/) - How does an office furniture manufacturer leverage 3D product visualization technologies to improve its customer experience? Given the bespoke nature of its products, Flokk decided it was time to revamp its entire web platform with Unity ArtEngine. Read More manufacturing | Unity Technologies Blog - [Make in-car games and XR experiences with holoride Elastic SDK](https://hngamers.com/make-in-car-games-and-xr-experiences-with-holoride-elastic-sdk/) - Unity community: You can now shape the future of in-vehicle entertainment and create content for a captive audience. Learn how to create and monetize extended reality (XR) applications – from games and well-being to productivity and education – for a completely new media format built for moving vehicles. Read More manufacturing | Unity Technologies Blog - [Unity Forma for manufacturing: Creating a virtual machinery showroom](https://hngamers.com/unity-forma-for-manufacturing-creating-a-virtual-machinery-showroom/) - Discover how HOMAG, one of the world’s top manufacturers for woodworking machinery, used Unity Forma to swiftly adapt their marketing tactics during the pandemic. Their agency partner iXtenda created a 3D interactive sales, planning, and marketing platform for generating product imagery and configurable machine models in a virtual showroom. Read More manufacturing | Unity Technologies - [Speed up your artist workflows](https://hngamers.com/speed-up-your-artist-workflows/) - Our new e-book, 70+ tips to increase productivity with Unity 2020 LTS, is now available. In connection with its launch, we’re writing a series of blog posts that highlight some of the time-saving tips and tricks you’ll get from this free guide. - [ArtEngine gives students the cutting edge to enter the workforce with a back-to-school sale](https://hngamers.com/artengine-gives-students-the-cutting-edge-to-enter-the-workforce-with-a-back-to-school-sale/) - As more AAA studios such as Insomniac Games and industrial companies like Flokk introduce assisted creation workflows into their pipelines, Unity ArtEngine has become an essential tool to learn for advancing a career in real-time 3D. - [New possibilities with VFX Graph in 2020 LTS and beyond](https://hngamers.com/new-possibilities-with-vfx-graph-in-2020-lts-and-beyond/) - In 2020 LTS and 2021.1, VFX Graph’s updates have primarily focused on stabilization, performance optimization, better integration with gameplay using the new CPU event output, and more possibilities to spawn particles from meshes. - [Getting started with 3D content for synthetic data](https://hngamers.com/getting-started-with-3d-content-for-synthetic-data/) - The game and film industries have provided us with a wealth of dynamic 3D content, letting you quickly bootstrap our synthetic data projects and start iterating on the data. With the Unity Perception package, you can import those assets, set them up for randomization, and generate highly varied datasets very quickly. - [Unity AI 2021 interns: Graduating to better gameplay](https://hngamers.com/unity-ai-2021-interns-graduating-to-better-gameplay/) - The Unity AI organization is working on amazing research and products in the areas of robotics, computer vision, and machine learning. Our AI summer interns all worked on relevant, AI-related projects that actually impact our products. - [Unlocking intelligent solutions in the home with computer vision](https://hngamers.com/unlocking-intelligent-solutions-in-the-home-with-computer-vision/) - Designing computer vision solutions for home interior applications is complex, as gathering diverse and accurate data can be expensive, time consuming, and riddled with privacy concerns. Read on to find out how Unity’s synthetic dataset generation tools and services enable the development of more capable computer vision applications for the home while mitigating roadblocks and challenges. - [Get acquainted with HDRP settings for enhanced performance](https://hngamers.com/get-acquainted-with-hdrp-settings-for-enhanced-performance/) - Learn how to leverage High Definition Render Pipeline (HDRP) settings to maximize performance and achieve powerful graphics all at once. - [Made with Unity: Creating and training a robot digital twin](https://hngamers.com/made-with-unity-creating-and-training-a-robot-digital-twin/) - Our Made with Unity: AI series showcases Unity projects made by creators for a range of purposes that involve our artificial intelligence products. In this example, we feature a recent submission to the OpenCV Spatial AI competition that showcases robotics, computer vision, reinforcement learning, and augmented reality in Unity in an impressive suite of examples. - [Unity AI 2021 interns: Accelerating learning with the ML-Agents Toolkit](https://hngamers.com/unity-ai-2021-interns-accelerating-learning-with-the-ml-agents-toolkit/) - The ML-Agents Toolkit allows researchers and game developers to build and train agents in Unity environments using Reinforcement Learning (RL). RL is useful when it is easier to specify what task an agent needs to complete rather than how to do it. An agent learns to select actions to complete a task on its own using observations from its environment and a task reward signal. Here's how our interns improved our RL and ML-agents this summer. - [Speed up your programmer workflows](https://hngamers.com/speed-up-your-programmer-workflows/) - We recently published two blog posts, Five ways to speed up your workflows in the Editor and Speed up your artist workflows, both based on our e-book for professional developers, 70+ tips to increase productivity with Unity 2020 LTS. In this third and final blog post in the series, we focus on workflows and the features that help programmers get more done in less time. Let’s start with how you can save compilation time when playtesting. - [Eight factors to consider when choosing a version control system](https://hngamers.com/eight-factors-to-consider-when-choosing-a-version-control-system/) - While implementing your first version control system or moving to a new one can be challenging, the long-term impact is worth it. Here’s what to consider when choosing a version control system, before you commit. - [The top trends that will shape AEC in 2021](https://hngamers.com/the-top-trends-that-will-shape-aec-in-2021/) - In our new report “Top 2021 Trends: Architecture, Engineering, and Construction,” industry experts shed light on 15 trends that are going to shape the industry in 2021 and beyond. The architecture, engineering, and construction (AEC) industry has historically been slow to change. For instance, productivity in construction has only grown one percent annually over the - [Join Unity at Autodesk University Digital 2020](https://hngamers.com/join-unity-at-autodesk-university-digital-2020/) - Tune in for Autodesk University 2020 from November 17-20 at no cost to check out demos, talks, panels, and classroom sessions from Unity, customers, and partners. Read More aec | Unity Technologies Blog - [Advance your robot autonomy with ROS 2 and Unity](https://hngamers.com/advance-your-robot-autonomy-with-ros-2-and-unity/) - Unity is excited to announce our official support of ROS 2, whose robust framework, coupled with simulation, will enable myriad new use cases. Read More manufacturing | Unity Technologies Blog - [Feast your eyes on the best creations from our Unity Forma Challenge](https://hngamers.com/feast-your-eyes-on-the-best-creations-from-our-unity-forma-challenge/) - Earlier this year, we invited creators worldwide to unleash their talents and build an interactive 3D product configurator using Unity Forma, our new product for marketing professionals. After thoroughly evaluating entries, we’re excited to announce and showcase our grand prize winner and four runners-up. Read More manufacturing | Unity Technologies Blog - [Building the metaverse with style](https://hngamers.com/building-the-metaverse-with-style/) - Leverage AI-assisted artistry with ArtEngine Style Transfer: A fun and approachable way to transform entire asset libraries into something new in minutes. - [Expert tips on optimizing your game graphics for consoles](https://hngamers.com/expert-tips-on-optimizing-your-game-graphics-for-consoles/) - If you’re a regular reader of the Unity blog then you probably noticed the recent series of posts that shared many great tips for optimizing mobile games, including graphics and assets, profiling, memory, and code architecture, and physics, UI, and audio. - [Don’t miss the Prefab optimizations in Unity 2020 LTS](https://hngamers.com/dont-miss-the-prefab-optimizations-in-unity-2020-lts/) - The 2020 LTS is made for creators like you who prioritize greater stability and support when teamwork is underway. In this release, we've made several optimizations to speed up workflows for designers, more specifically. - [What’s new for artists and designers in Unity 2021.2](https://hngamers.com/whats-new-for-artists-and-designers-in-unity-2021-2/) - The new Unity 2021.2 Tech Stream release is now available. As part of this release, we’ve included a number of new features and improvements dedicated to help artists and designers optimize your creative workflows and create powerful immersive experiences. - [Unity Slices: Table, a look into the future of social mixed reality](https://hngamers.com/unity-slices-table-a-look-into-the-future-of-social-mixed-reality/) - Today at Facebook Connect, the Unity Labs team shared a new proof of concept, Unity Slices: Table, to show how Passthrough VR can support mixed reality social experiences focused on tangible interfaces. - [The new Unity 2021.2 Tech Stream release is now available](https://hngamers.com/the-new-unity-2021-2-tech-stream-release-is-now-available/) - We have spent the last six months building new key functionality that addresses the three key pillars of quality, productivity, and performance in the 2021.2 Tech Stream release, which is available for download as of today. - [Tales from the optimization trenches: Better managed code stripping with Unity 2020 LTS](https://hngamers.com/tales-from-the-optimization-trenches-better-managed-code-stripping-with-unity-2020-lts/) - Managed code stripping is a critical step in the build process that helps decrease the size of an application’s binary files. This occurs through the removal of unused code. - [Unity Reflect adds BIM 360 support and 1:1 scale AR](https://hngamers.com/unity-reflect-adds-bim-360-support-and-11-scale-ar/) - Expanded support for Unity Reflect is here! BIM 360 models, a new user interface, and more 1:1 AR options unlock greater collaboration opportunities for designers and stakeholders to conduct real-time BIM design reviews and project coordination. Read More aec | Unity Technologies Blog - [How Unity Reflect is powering RETIMA](https://hngamers.com/how-unity-reflect-is-powering-retima/) - Learn how SimRTR developer used Unity Reflect to create RETIMA, a real-time manager for BIM that enables you to create high-quality instant renders, fully configurable graphic settings including volumetric light and symbolic representation, automatically generate people with variable occupancy density, and more. Read More aec | Unity Technologies Blog - [Experience true Volumetric Clouds with HDRP & Unity 2021.2](https://hngamers.com/experience-true-volumetric-clouds-with-hdrp-unity-2021-2/) - For decades, flat-painted skyboxes and HDRIs have been the go-to solutions for sky and cloud rendering. Now, thanks to the brand-new Volumetric Clouds in HDRP, you can populate your worlds with dynamic clouds. - [Reimagining Paris with the help of an urban digital twin](https://hngamers.com/reimagining-paris-with-the-help-of-an-urban-digital-twin/) - With the power of real-time 3D, Vectuel is supporting a more efficient and collaborative future through its digital twin of Paris – aiming to empower citizens to help envision and develop the future of the communities they live in. Read More aec | Unity Technologies Blog - [Unity AI 2021 interns: An eye on the future with computer vision](https://hngamers.com/unity-ai-2021-interns-an-eye-on-the-future-with-computer-vision/) - The Unity Computer Vision team developed the Perception Package to help our users build synthetic datasets using Unity’s realtime 3D engine. Synthetic data helps computer vision developers supplement their real-world datasets in machine learning based vision applications by eliminating bias, producing edge cases, adding diversity, and perfectly-labeling images. This summer, our interns worked on this - [Unity AI 2021 interns: Navigating challenges with robotics](https://hngamers.com/unity-ai-2021-interns-navigating-challenges-with-robotics/) - Our Unity Robotics team is focused on enabling robotics simulation by harnessing the power, assets, and integrability of the Unity engine while building robotics specific tools and packages that expand simulation capability. During the summer of 2021, our interns worked diligently to create valuable contributions to our work at Unity. Read about their projects - [Delivering personalized marketing experiences for consumer electronics with Unity Forma](https://hngamers.com/delivering-personalized-marketing-experiences-for-consumer-electronics-with-unity-forma/) - By relying on Unity’s product portfolio for marketing professionals, Onanoff, a global leader in safe, kid-friendly audio equipment, levelled up their digital marketing and customer experience with Unity’s product portfolio for marketing professionals. Read More manufacturing | Unity Technologies Blog - [Reimagining community with digital twin technology](https://hngamers.com/reimagining-community-with-digital-twin-technology/) - Advanced 3D modeling and digital twins are transforming the way cities are planned, built, and operated. Learn about how one city in Norway has been working to model their future. Advanced 3D modeling and digital twins are transforming the way cities are planned, built, and operated. Learn about how one city in Norway has - [Revisit your marketing strategy: B2B buyer behavior is changing](https://hngamers.com/revisit-your-marketing-strategy-b2b-buyer-behavior-is-changing/) - Today’s business-to-business (B2B) buyers increasingly prefer a self-serve purchasing process. How are you adapting your buyer journey? Read More manufacturing | Unity Technologies Blog - [How Volkswagen Group of America visualizes vehicles for 2030 and beyond](https://hngamers.com/how-volkswagen-group-of-america-visualizes-vehicles-for-2030-and-beyond/) - What will the vehicles of the future look like? How will drivers and passengers interact with them? How is autonomous driving going to become a reality? These are some of the many questions a group of engineers, designers, scientists and futurists are answering at Volkswagen Group of America’s Innovation Center California (ICC) in Silicon - [SerializeReference improvements in Unity 2021 LTS](https://hngamers.com/serializereference-improvements-in-unity-2021-lts/) - In the latest LTS release, polymorphic serialization offers improved user collaboration and API access, plus more granular handling of missing types. - [Raising your game with Burst 1.7](https://hngamers.com/raising-your-game-with-burst-1-7/) - The latest version of the Burst package comes with some great improvements to both iteration time and the Burst Inspector. In this post, we’ll look at what’s changed and how our High Performance C# (HPC#) compiler technology can now help you improve performance on all platforms with even greater ease. - [What’s new in Shader Graph 2021.2](https://hngamers.com/whats-new-in-shader-graph-2021-2/) - With the release of Unity 2021.2, we introduced some exciting new features in Shader Graph such as Surface Options support in the Universal Render Pipeline (URP), Custom Interpolators, and Blackboard Categories, which greatly improve artist workflows and shader performance. - [From design model to real-time 3D configurator: The canVERSE and Arksen workflow](https://hngamers.com/from-design-model-to-real-time-3d-configurator-the-canverse-and-arksen-workflow/) - Wide-ranging industries are deploying real-time 3D configurators, as more businesses strive to engage their customers with interactive and immersive presales and marketing activities. Unity Forma, part of the family of Unity marketing solutions, provides an efficient, cost-effective solution to meet that need. Read More manufacturing | Unity Technologies Blog - [Automotive HMI Template: Take it for a ride](https://hngamers.com/automotive-hmi-template-take-it-for-a-ride/) - Want to see how to use Unity to create rich, interactive human-machine interfaces (HMIs) in cars? Check out our new Automotive HMI Template, available for free on the Unity Asset Store, and watch our webinar for an expert-led walkthrough. Read More manufacturing | Unity Technologies Blog - [Introducing: Unity Robotics Visualizations Package](https://hngamers.com/introducing-unity-robotics-visualizations-package/) - With this toolkit for visualizing and debugging the internal state of robotics simulations, Unity can be used as an all-in-one ROS simulation and visualization tool. Read More manufacturing | Unity Technologies Blog - [Create marketing assets faster with Forma Render](https://hngamers.com/create-marketing-assets-faster-with-forma-render/) - The latest release of Unity Forma includes Forma Render, the newest addition to the Unity marketing solutions suite. Combining the benefits of digital photography and a video production studio with an image-on-demand render engine, Forma Render enables anyone to create high-quality visual assets from 3D product data. Read More manufacturing | Unity Technologies Blog - [Mixed reality surgical training with the VirtaMed LaparoS simulator](https://hngamers.com/mixed-reality-surgical-training-with-the-virtamed-laparos-simulator/) - Recognized as cutting-edge medical technology, the VirtaMed LaparoS uses Unity’s real-time 3D digital twin technology and integrated haptic feedback to provide hyperrealistic surgical training. Read More manufacturing | Unity Technologies Blog - [Pixyz 2021.1: More powerful 3D data prep with new products and features](https://hngamers.com/pixyz-2021-1-more-powerful-3d-data-prep-with-new-products-and-features/) - The 2021.1 release from Pixyz, now part of Unity, includes two new products: Pixyz Scenario Processor and Pixyz Loader, plus improvements to Pixyz Studio and more. Read More manufacturing | Unity Technologies Blog - [Immersive tech takes off for enterprises: Seven takeaways from a new study](https://hngamers.com/immersive-tech-takes-off-for-enterprises-seven-takeaways-from-a-new-study/) - Unity commissioned Forrester Consulting to survey over 300 business and technology leaders, gathering insights into how immersive technologies helped them navigate these challenges and, in the process, accelerate their digital transformations. Read More aec | Unity Technologies Blog - [Safely automating heavy vehicles using simulations](https://hngamers.com/safely-automating-heavy-vehicles-using-simulations/) - Using Unity’s real-time 3D development platform for machine learning can help engineers safely design, develop and test complex autonomous machines. Read this guest post from Daniel Lindmark at Algoryx, a Unity Verified Solutions Partner, to learn more. Read More manufacturing | Unity Technologies Blog - [Emulate sensors and mechatronics systems with Unity SystemGraph](https://hngamers.com/emulate-sensors-and-mechatronics-systems-with-unity-systemgraph/) - Unity SystemGraph is a new graph-based authoring tool that represents systems through its components, such as lidar sensors and cameras, right in Unity. Read More manufacturing | Unity Technologies Blog - [Metaverse Minute: How digital twins are revolutionizing medicine](https://hngamers.com/metaverse-minute-how-digital-twins-are-revolutionizing-medicine/) - As you’ll see throughout our Metaverse Minute series, many organizations are already using the industrial metaverse to simulate and discover solutions to real-world problems. For example, the healthcare industry is realizing an overwhelmingly positive impact with immersive tech. Read More manufacturing | Unity Technologies Blog - [Made with Unity: AK GO, XR content for aviation maintenance training](https://hngamers.com/made-with-unity-ak-go-xr-content-for-aviation-maintenance-training/) - Augmented Knowledge Corporation is the creator of AK GO, an industrial solution built with Unity that enables immersive aircraft maintenance training. Text-based analog manuals have been replaced by smart glasses and augmented reality, leveraging artificial intelligence. Read More manufacturing | Unity Technologies Blog - [The road to the metaverse is paved with real-time 3D](https://hngamers.com/the-road-to-the-metaverse-is-paved-with-real-time-3d/) - When it comes to embracing what’s next in technology, we have the insight and tools you need to forge the path ahead. Let us guide you on this journey in our new series of sessions and workshops: Road to the metaverse. Read More manufacturing | Unity Technologies Blog - [Metaverse Minute: 3 ways XR is helping to tackle climate change](https://hngamers.com/metaverse-minute-3-ways-xr-is-helping-to-tackle-climate-change/) - When our team at Unity says, “We believe the world is a better place with more creators in it,” it isn’t just a catchy tagline – we mean it. To effect change at scale, we need to come up with solutions across a wide array of sectors, fueled by creative thought. And this is - [Everything you need to know to master your Global Game Jam 2023 submission](https://hngamers.com/everything-you-need-to-know-to-master-your-global-game-jam-2023-submission/) - Unity is here to help you get your Global Game Jam 2023 project made – and whatever comes next. Read More games | Unity Technologies Blog - [How to run a marketability test for your game](https://hngamers.com/how-to-run-a-marketability-test-for-your-game/) - Marketability testing lets you know with more certainty if your game will scale. Learn more about the what, why, and how of testing – and discover how Unity LevelPlay can help. Read More games | Unity Technologies Blog - [Firewall Ultra uses Unreal Engine 5 to evolve the VR shooter franchise on PlayStation®VR2](https://hngamers.com/firewall-ultra-uses-unreal-engine-5-to-evolve-the-vr-shooter-franchise-on-playstationvr2/) - Developer First Contact Entertainment explains how it pushed its squad-based shooter forward with Firewall Ultra, utilizing next-gen tech like the PlayStation®VR2 and Unreal Engine 5. - [How Horizon Call of the Mountain leverages PS VR2 to deliver next-gen virtual reality](https://hngamers.com/how-horizon-call-of-the-mountain-leverages-ps-vr2-to-deliver-next-gen-virtual-reality/) - Guerrilla Studio Director and Studio Art Director Jan-Bart van Beek talks about the development behind the VR game Horizon Call of the Mountain. - [Improving and expanding use cases: Physics changes in Unity 2022.2](https://hngamers.com/improving-and-expanding-use-cases-physics-changes-in-unity-2022-2/) - Unity’s Anthony Yakovlev and Siobhan Fitzgerald-Gibson share the latest updates to physics tools in the 2022.2 Tech Stream, including changes made based on direct customer feedback. - [Another Fisherman's Tale pushes boundaries as the sequel to 2019's award-winning VR puzzler](https://hngamers.com/another-fishermans-tale-pushes-boundaries-as-the-sequel-to-2019s-award-winning-vr-puzzler/) - Following the award-winning A Fisherman’s Tale, InnerspaceVR returns with an all-new virtual reality puzzle experience. Another Fisherman’s Tale continues to push the boundaries of the medium while offering a charming adventure for protagonist Bob the Fisherman to explore. - [The next generation of VR gaming on PS5](https://hngamers.com/the-next-generation-of-vr-gaming-on-ps5/) - PlayStation® VR2 is now available. Learn how to use Unity to build for this next-gen VR platform. Read More games | Unity Technologies Blog - [Explore the Old West with these free Unreal Engine assets](https://hngamers.com/explore-the-old-west-with-these-free-unreal-engine-assets/) - Journey back to the Wild West and learn how to use Unreal Engine while you’re at it. We’re giving away seven free 3D asset packs with close to 400 meshes in them, together with a beginner-based tutorial with some ideas of how to use them. Check it out! - [CROSSFIRE: Sierra Squad brings the FPS franchise to a new reality](https://hngamers.com/crossfire-sierra-squad-brings-the-fps-franchise-to-a-new-reality/) - CROSSFIRE: Sierra Squad sees the fast-paced first-person shooter moving into virtual reality. Developer Smilegate explains how Unreal Engine and an Epic MegaGrant helped build an immersive experience on PlayStation®VR2. - [Unreal Engine powers over a dozen PlayStation®VR2 launch games](https://hngamers.com/unreal-engine-powers-over-a-dozen-playstationvr2-launch-games/) - Unreal Engine-powered PlayStation®VR2 launch titles include Horizon Call of the Mountain, The Dark Pictures: Switchback VR, Saints & Sinners - Chapter 2: Retribution, and more. - [The Walking Dead: Saints & Sinners 2 continues to raise the VR bar](https://hngamers.com/the-walking-dead-saints-sinners-2-continues-to-raise-the-vr-bar/) - Developer Skydance Interactive details the keys to successful VR game development. - [February Marketplace Sale preview: over 1,500 products—now 50% off](https://hngamers.com/february-marketplace-sale-preview-over-1500-products-now-50-off/) - There’s all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [Don’t Blink: Supermassive’s new horror game Switchback VR is watching you](https://hngamers.com/dont-blink-supermassives-new-horror-game-switchback-vr-is-watching-you/) - Supermassive Games first PlayStation®VR2 title leverages eye tracking, haptics and Unreal Engine to deliver heart-pounding horror - [Hubris is a graphically gorgeous VR adventure](https://hngamers.com/hubris-is-a-graphically-gorgeous-vr-adventure/) - Developed by Belgian developer Cyborn, who comes from a media and entertainment background, Hubris captures the scope, scale, and beauty of AAA games, but finds a whole new perspective in virtual reality. - [The first year out: moving from student to 3D artist](https://hngamers.com/the-first-year-out-moving-from-student-to-3d-artist/) - Read on as three inspirational 3D artists offer pro tips on what they’ve learned as they move from school to game and VFX powerhouses like Blizzard Entertainment, DNEG, and more. - [4 success stories from indie devs who saved time and money with assets](https://hngamers.com/4-success-stories-from-indie-devs-who-saved-time-and-money-with-assets/) - While the list of indie studios building with assets from the Unity Asset Store grows by the day, here are four stories to inspire you in your quest to build your dream game. Read More games | Unity Technologies Blog - [Finding the right mobile game monetization partner](https://hngamers.com/finding-the-right-mobile-game-monetization-partner/) - This article is a recap of Monetization that grows with you, a Pocket Gamer Connects session presented by Andrew Brock, senior director of product management at Unity. Discover tips to help you find the right monetization partner for your games business. Read More games | Unity Technologies Blog - [VR Games Week 2023 starts next week!](https://hngamers.com/vr-games-week-2023-starts-next-week/) - Unreal Engine’s VR Games Week celebrates PlayStation VR2, Meta Quest 2, and PCVR games. - [Designing for everyone: Teaching inclusive design with Unreal Engine](https://hngamers.com/designing-for-everyone-teaching-inclusive-design-with-unreal-engine/) - Virtual worlds can be joyful experiences that speak to people from all walks of life…if you design them that way. Learn how California College of the Arts is turning students into thoughtful world-builders who know how to welcome all-comers. - [Download the ‘Lighting in Unreal Engine 5 for Educators and Students’ guide](https://hngamers.com/download-the-lighting-in-unreal-engine-5-for-educators-and-students-guide/) - Lumen, VSMs—UE5 has ushered in the next wave of lighting tools for game devs. So how can students/educators start taking advantage of them? Find out today in this free overview. - [](https://hngamers.com/57716-2/) - Not just getting back together—bringing it all together. Join us at GDC 2023 for our State of Unreal keynote, fascinating tech talks, and plenty of action at our booths on the show floor. - [Real-time round-up: the state of interactive 3D](https://hngamers.com/real-time-round-up-the-state-of-interactive-3d/) - Last year saw some key milestones on our journey toward a future filled with virtual worlds and interactive 3D experiences. In this post, we dive into the stats and stories that told the tale of real-time technology in 2022. - [Making string marshaling safe for the CoreCLR garbage collector](https://hngamers.com/making-string-marshaling-safe-for-the-coreclr-garbage-collector/) - Unity Engineering Manager for .NET Compilers and Runtimes Josh Peterson walks through some of the recent changes the team has made to marshal string data across the managed/native boundary in a GC-safe way for the new CoreCLR garbage collector. - [Unwrap Festival: How Howest University inspires students to think beyond game development](https://hngamers.com/unwrap-festival-how-howest-university-inspires-students-to-think-beyond-game-development/) - Learn how Rookie Award-nominated school Howest University supplements their students’ game development education with a unique festival that explores the crossover of game engines and entertainment. - [New Unreal Learning Kit: How to make a virtual Rube Goldberg machine](https://hngamers.com/new-unreal-learning-kit-how-to-make-a-virtual-rube-goldberg-machine/) - Find out how to start incorporating Unreal Engine into your curriculum with the latest iteration of Epic Games’ Unreal Learning Kit that teaches students about physics animation in a fun way. - [Welcome to Education Week 2023!](https://hngamers.com/welcome-to-education-week-2023/) - Join us February 13-17 for a week dedicated to students, educators, and future masters of the Unreal Engine ecosystem. We’ll have live Q&As, fresh learning materials, new Spotlights, and much more. Have a look! - [Addressables: Planning and best practices](https://hngamers.com/addressables-planning-and-best-practices/) - In this blog, Unity Senior Technical Product Manager Jeff Riesenmy offers a guide to the most important factors for developers to consider in order to get the most out of the Addressables system on a project. - [Designing a deeper space: Visual effects in Alt Shift’s Crying Suns](https://hngamers.com/designing-a-deeper-space-visual-effects-in-alt-shifts-crying-suns/) - In this guest post, Alt Shift Lead Programmer Christophe Sauveur explains how he lit up Crying Suns’s gritty deep-space world, and provides rendering tips and resources you can apply to your own project. Read More games | Unity Technologies Blog - [Best practices for mobile UI design – part 2](https://hngamers.com/best-practices-for-mobile-ui-design-part-2/) - In this two-part interview, we discuss best practices for mobile UI design with Outfit7’s Aleksander Gregorka and Maja Nadvešnik, Samsung’s Søren Klit Lambaek, and Unity’s own Benoit Dupuis and Stefania Valoroso. Read More games | Unity Technologies Blog - [Announcing our VFX-themed Unreal Challenge: Spellar Performance](https://hngamers.com/announcing-our-vfx-themed-unreal-challenge-spellar-performance/) - Try something new and join the community in testing your skills in our latest Unreal Challenge: Spellar Performance, focusing on all things VFX. Get involved for your chance to win cash, software licenses, swag, and more! - [Featured free Unreal Marketplace content—February 2023](https://hngamers.com/featured-free-unreal-marketplace-content-february-2023/) - It’s time to wrap your characters in glitter, stage a heist, and make some puzzles with this month’s free Unreal Marketplace 3D assets. See all the options now! - [6 ways of reimagining cities, buildings, and infrastructure with digital twins](https://hngamers.com/6-ways-of-reimagining-cities-buildings-and-infrastructure-with-digital-twins/) - From solving facility challenges for one of the busiest airports in North America to helping major metropolitan regions build smarter, safer, and more sustainable cities, learn how digital twins enable us to reimagine the project lifecycle for infrastructure. Read More aec | Unity Technologies Blog - [Best practices for mobile UI design – part 1](https://hngamers.com/best-practices-for-mobile-ui-design-part-1/) - In this two-part interview, we discuss best practices for mobile UI design with Outfit7’s Aleksander Gregorka and Maja Nadvešnik, Samsung’s Søren Klit Lambaek, and Unity’s own Benoit Dupuis and Stefania Valoroso. Read More games | Unity Technologies Blog - [How I achieved my dream career with Unity Learn Pathways](https://hngamers.com/how-i-achieved-my-dream-career-with-unity-learn-pathways/) - Robbie Coey, founder and director of Holomoon Games, sits down with our team to share the story of how Unity Learn helped him achieve career goals. Read More games | Unity Technologies Blog - [Everything you need to know about Memory Profiler 1.0.0](https://hngamers.com/everything-you-need-to-know-about-memory-profiler-1-0-0/) - Discover what’s inside the new Memory Profiler 1.0.0, which delivers improvements to the profiling suite, offers a more complete view of memory usage, and makes it easier to optimize performance or detect memory issues. - [A look back at 2022 with Unity Gaming Services](https://hngamers.com/a-look-back-at-2022-with-unity-gaming-services/) - From bringing products out of beta in June to releasing new and updated game samples, Unity Gaming Services made big strides in 2022. Read the blog to learn more. Read More games | Unity Technologies Blog - [Bringing Nanite to Fortnite Battle Royale in Chapter 4](https://hngamers.com/bringing-nanite-to-fortnite-battle-royale-in-chapter-4/) - Discover how the new Nanite Programmable Rasterizer in Unreal Engine 5.1 enables you to leverage features like World Position Offset, Pixel Depth Offset, custom UVs, and more—and see the system in action in Fortnite Battle Royale Chapter 4! - [Lumen brings real-time global illumination to Fortnite Battle Royale Chapter 4](https://hngamers.com/lumen-brings-real-time-global-illumination-to-fortnite-battle-royale-chapter-4/) - Discover how Lumen elevated the lighting in Fortnite Battle Royale Chapter 4 with accurate global illumination, ray-traced reflections on glossy surfaces (even indoors), and dynamic lighting that reacts to game events in real time. - [Virtual Shadow Maps in Fortnite Battle Royale Chapter 4](https://hngamers.com/virtual-shadow-maps-in-fortnite-battle-royale-chapter-4/) - Explore how Virtual Shadow Maps combine with the power of Nanite to efficiently render accurate shadows—from close range all the way to the horizon—in Fortnite Battle Royale Chapter 4. - [Battle-testing Unreal Engine 5.1’s new features on Fortnite Battle Royale Chapter 4](https://hngamers.com/battle-testing-unreal-engine-5-1s-new-features-on-fortnite-battle-royale-chapter-4/) - In this blog, we’ll look at some of the Unreal Engine 5 features that benefited from being put through their paces in Fortnite Battle Royale Chapter 4, and the resulting improvements in UE 5.1 that will empower you to create more detailed and faster open world games. - [How The Green Fairy morphed into a transmedia franchise for CONICAL](https://hngamers.com/how-the-green-fairy-morphed-into-a-transmedia-franchise-for-conical/) - VR, TV shows, Tik Tok vlogs, video games—The Green Fairy does it all. In this video spotlight, MegaGrant recipient CONICAL shows us just how far you can take a good idea if you’re having fun and staying creative. - [Snacko: Husband/wife duo fix a ruined island with sprightly cats and a MegaGrant](https://hngamers.com/snacko-husband-wife-duo-fix-a-ruined-island-with-sprightly-cats-and-a-megagrant/) - After four years in development, a team of charming indie game developers tell us how an Epic MegaGrant helped them finish their cat-centric farm sim, adventure game, Snacko in our latest video Spotlight. - [Kibwe is an upcoming UE5 animated film from Mozambique, Africa](https://hngamers.com/kibwe-is-an-upcoming-ue5-animated-film-from-mozambique-africa/) - Check out our video spotlight on Kibwe, an upcoming Unreal Engine 5 animated film coming out of Mozambique. - [Real Virtual Beauty Training: diverse and authentic character design](https://hngamers.com/real-virtual-beauty-training-diverse-and-authentic-character-design/) - Learn how to create authentic characters for your game in this new course that focuses on self-expression, storytelling, and understanding character design principles. - [LiveWire celebrates going public with Unity Interactive Streaming](https://hngamers.com/livewire-celebrates-going-public-with-unity-interactive-streaming/) - LiveWire, an EV motorcycle company, debuted on the New York Stock Exchange (NYSE) in September and used Unity Interactive Streaming tools to do so. Learn more about the event. Read More manufacturing | Unity Technologies Blog - [Dream game, no compromises: How a solo dev made Omno](https://hngamers.com/dream-game-no-compromises-how-a-solo-dev-made-omno/) - Following your dreams takes guts! Check out our video spotlight with solo developer Jonas Manke, as he discusses how he made the critically-acclaimed adventure game Omno with the help of a MegaGrant. - [MegaGrants Week 2023 starts today!](https://hngamers.com/megagrants-week-2023-starts-today/) - The MegaGrants community is one of the most inspiring parts of the 3D world. Join us all week as we debut inspiring stories, exclusive livestreams, artist insights, and tips on what makes projects stand out. - [Realistic smoke lighting with 6-way lighting in VFX Graph](https://hngamers.com/realistic-smoke-lighting-with-6-way-lighting-in-vfx-graph/) - With the 2022.2 Tech Stream, Unity has introduced an end-to-end workflow that allows realistic real-time rendering of smoke from baked simulations and scales on all platforms. In this blog, get a breakdown of the corresponding new tools and features. - [MegaGrants Week](https://hngamers.com/megagrants-week/) - A growing community of 3D creators is achieving their wildest dreams with the help of Epic MegaGrants, expanding the impact of real-time technology in the process. In a few short days, we’ll be exploring some of the community's most inspiring creators as part of MegaGrants Week. - [Metaverse Minute: Building the industrial metaverse with the Partner Advisor team](https://hngamers.com/metaverse-minute-building-the-industrial-metaverse-with-the-partner-advisor-team/) - The Unity Partner Advisor team shares highlights from the holiday season to help spark new creative possibilities for your next project. Enjoy 2022's #12daysofUnity. Read More manufacturing | Unity Technologies Blog - [Making MARVEL SNAP’s battle mode](https://hngamers.com/making-marvel-snaps-battle-mode/) - Kent-Erik Hagman, associate design director at Second Dinner, goes behind the scenes on making MARVEL SNAP’s new Battle Mode. Read More games | Unity Technologies Blog - [Cozy assets for your cozy games](https://hngamers.com/cozy-assets-for-your-cozy-games/) - What is a cozy game? Find out in this story from the Unity Blog, which also offers resources from the Unity Asset Store to help you create your own cozy game. Read More games | Unity Technologies Blog - [January Marketplace Sale: over 1,500 products—now 50% off](https://hngamers.com/january-marketplace-sale-over-1500-products-now-50-off/) - There’s all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [7 tutorials to help uplevel your Unity skills in 2023](https://hngamers.com/7-tutorials-to-help-uplevel-your-unity-skills-in-2023/) - Have a Unity-centered New Year’s resolution? We’ve curated seven resources to help you conquer new skills or improve upon existing ones in 2023. Read More games | Unity Technologies Blog - [Unreal Fest 2022: Sessions for creators across all industries](https://hngamers.com/unreal-fest-2022-sessions-for-creators-across-all-industries/) - This year’s Unreal Fest featured tracks dedicated to games, media & entertainment, architecture, automotive, and simulation. But some sessions refused to be pigeonholed, having broad appeal for creators across all industries. Check out the highlights of our Cross-Industry track here. - [2022’s best tips from Unity developers on Twitter](https://hngamers.com/2022s-best-tips-from-unity-developers-on-twitter/) - A selection of top tips from all five developer takeovers on Twitter in 2022, featuring everything from visual effects (VFX) to general Editor advice. Read More games | Unity Technologies Blog - [Featured free Unreal Marketplace content—January 2023](https://hngamers.com/featured-free-unreal-marketplace-content-january-2023/) - Are you creating an action-RPG with spell-based combat? Need some indoor assets and animations for a project? Find all that, along with a collision detection system, sound effects, and more in this month's free Unreal Marketplace assets. - [Park Beyond is a theme park sim that allows its players to create impossible experiences](https://hngamers.com/park-beyond-is-a-theme-park-sim-that-allows-its-players-to-create-impossible-experiences/) - Technical Director at Limbic Entertainment Mohamed Hafez talks about Park Beyond’s approach to landscape generation, discusses how the game’s NPCs work, and explains how Unreal Engine helps the team assemble large scenes. - [Improvements to shader build times and memory usage in 2021 LTS](https://hngamers.com/improvements-to-shader-build-times-and-memory-usage-in-2021-lts/) - Find out how Unity has addressed user feedback on project build times and shader memory usage via improvements to its Shader System. This blog also provides info on shader variant compilation and stripping, recent optimizations, and a rough outline of future plans. - [Unreal Engine learning content for December](https://hngamers.com/unreal-engine-learning-content-for-december/) - Digital puppeteering, connecting virtual cameras to the Live Link VCam app, and a tutorial on creating your own custom tool palette—this month’s free Unreal Engine courses will knock your socks off. Check it out! - [Made with Unity: 2022 in review](https://hngamers.com/made-with-unity-2022-in-review/) - It can be hard for us – let alone all of you – to keep up with everything that the Unity community is creating at any given moment. Sit back, relax, and enjoy this roundup of highlights of Made with Unity games from 2022. Read More games | Unity Technologies Blog - [Free gamedev tools and art packs to kick-start your next project](https://hngamers.com/free-gamedev-tools-and-art-packs-to-kick-start-your-next-project/) - We’ve compiled top-rated tools and starter packs to support your next project. Whether you’re an expert game developer or just beginning, discover a selection of free assets available now. Read More games | Unity Technologies Blog - [Global Illumination updates in 2022.2 and beyond](https://hngamers.com/global-illumination-updates-in-2022-2-and-beyond/) - Discover updates to light baking performance, stability, and other new features that come with the 2022.2 Tech Stream release, plus highlights from Unity’s Global Illumination roadmap. - [Odyssey Interactive, a new studio composed of former Riot Games devs, talks about creating multiplatform game Omega Strikers](https://hngamers.com/odyssey-interactive-a-new-studio-composed-of-former-riot-games-devs-talks-about-creating-multiplatform-game-omega-strikers/) - Developers from the Odyssey Interactive speak about their free-to-play, multi-platform game Omega Strikers’ art style and explain how Unreal Engine helps them create exciting gameplay mechanics. - [On-demand sessions from Unreal Fest 2022 architecture track now available!](https://hngamers.com/on-demand-sessions-from-unreal-fest-2022-architecture-track-now-available/) - Unreal Fest 2022 in New Orleans featured more than 120 sessions across six industry-specific tracks, including one dedicated to architecture. Don’t miss these fascinating insights and exciting new product demonstrations that cover everything from digital twins to the metaverse. - [Accelerating player builds with an incremental build pipeline](https://hngamers.com/accelerating-player-builds-with-an-incremental-build-pipeline/) - Unity Principal Software Engineer Jonas Echterhoff shares how the team has worked to speed up both the script compilation pipeline and the player build pipeline by making them incremental. - [Inside Unreal: looking back at 2022 and shining a light on what's to come](https://hngamers.com/inside-unreal-looking-back-at-2022-and-shining-a-light-on-whats-to-come/) - Missed the last Inside Unreal livestream of 2022? Never fear: you can catch up here as we review some of the highlights of the year with Epic Games CEO and Founder Tim Sweeney and other members of the team. - [Havok Physics for Unity is now supported for production](https://hngamers.com/havok-physics-for-unity-is-now-supported-for-production/) - With the pre-release of ECS for Unity 2022.2 comes Havok Physics for Unity – available for all Unity Pro, Enterprise, and Unity Industrial Collection customers. - [Media & entertainment: 2022 highlights](https://hngamers.com/media-entertainment2022-highlights/) - In the last year, the media & entertainment industry has seen sky-rocketing adoption of real-time technology. Take a look at some of the highlights. - [It’s all in here: The ultimate guide to creating UI interfaces in Unity](https://hngamers.com/its-all-in-here-the-ultimate-guide-to-creating-ui-interfaces-in-unity/) - Our biggest e-book yet, User interface design and implementation in Unity, is available to download. Check out this preview of what’s inside. Read More games | Unity Technologies Blog - [Coral Island: Inside the chill farm sim reinventing the genre](https://hngamers.com/coral-island-inside-the-chill-farm-sim-reinventing-the-genre/) - How Unreal Engine empowered an Indonesian studio’s first game to break the farm sim mold. - [Taking Big City Greens from 2D to 3D animation in Unreal Engine](https://hngamers.com/taking-big-city-greens-from-2d-to-3d-animation-in-unreal-engine/) - Discover how a talented team of animators at Disney took the Greens into another dimension for Big City Greens holiday special ‘Virtually Christmas’, borrowing 2D art techniques for 3D animation in Unreal Engine. - [Unreal Fest 2022 content for simulation now available on demand](https://hngamers.com/unreal-fest-2022-content-for-simulation-now-available-on-demand/) - This year’s Unreal Fest event included a special track for the simulation industry, featuring inspirational speakers from NASA, dSPACE, Maxar, blackshark.ai, Cesium, Esri, Red 6, Metatexel, and CAE. If you weren’t able to attend in person, you can review those sessions here. - [See what ANZ filmmakers created for the Unreal Engine Short Film Challenge](https://hngamers.com/see-what-anz-filmmakers-created-for-the-unreal-engine-short-film-challenge/) - What had some of the world’s biggest studios clapping their hands? See highlights from our latest Short Film Challenge, which saw Australian and New Zealander animators turning out powerful stories with the help of UE5, MetaHumans, and more. - [Unreal Engine developers honored at The Game Awards 2022](https://hngamers.com/unreal-engine-developers-honored-at-the-game-awards-2022/) - 17 Unreal Engine-powered games were nominated across 18 categories with several titles from within the Unreal community taking home wins at The Game Awards 2022, including best indie game, best fighting game, and best esports title. - [Expert tips from Navegante and Roll7 for launching on multiple platforms](https://hngamers.com/expert-tips-from-navegante-and-roll7-for-launching-on-multiple-platforms/) - Unity sits down with Navegante’s Rodrigo Fernandez and Anahit Fernandez, and Roll7’s Andrew Brechin, for a look at their latest projects plus practical advice on how to ship successfully across multiple platforms. Read More games | Unity Technologies Blog - [Growth Masters: A peek behind the scenes with the people making games a success](https://hngamers.com/growth-masters-a-peek-behind-the-scenes-with-the-people-making-games-a-success/) - Discover Unity’s Growth Masters series, which shines a light on the community of mobile marketers who are tirelessly working to grow their apps with interviews that showcase unique perspectives and expertise. Read More games | Unity Technologies Blog - [Gamedev tips from Unity Asset Store publishers: 2022 roundup](https://hngamers.com/gamedev-tips-from-unity-asset-store-publishers-2022-roundup/) - In this roundup of #UnityTips takeovers on the @AssetStore Twitter handle, discover the top actionable tips for game developers from the past year. Read More games | Unity Technologies Blog - [How Half Mermaid designed IMMORTALITY’s match cut mechanic](https://hngamers.com/how-half-mermaid-designed-immortalitys-match-cut-mechanic/) - Half Mermaid’s Sam Barlow, creator of Telling Lies and Her Story, shares how his team created the match cut mechanic for their latest award-winning video-based game, IMMORTALITY. Read More games | Unity Technologies Blog - [Epic MegaGrants: 2022 Update](https://hngamers.com/epic-megagrants-2022-update/) - We’ve assembled some of the most impressive 2022 MegaGrants projects for you to check out. Social good games, Smart MetaHumans, digital twins—see why MegaGrants recipients are stunning market after market with their fresh takes on real-time tech. - [Building better paths while maintaining creative flow with Splines in 2022.2](https://hngamers.com/building-better-paths-while-maintaining-creative-flow-with-splines-in-2022-2/) - With Unity 2022.2 Tech Stream comes a major update to Splines. Discover everything you need to know in this new tool. - [Virtual Assets in Unreal Engine 5.1—smaller, faster data syncs](https://hngamers.com/virtual-assets-in-unreal-engine-5-1-smaller-faster-data-syncs/) - Want a way to streamline your game development process with smaller workspaces and faster data syncs? A new feature released with Unreal Engine 5.1 could be just the thing you’re looking for. Explore Virtual Assets in this tech blog. - [8 new features to support game backend development](https://hngamers.com/8-new-features-to-support-game-backend-development/) - We’ve gathered various updates made to Game Backend over the past few months to provide you with a high-level overview. - [Metaverse Minute: How to make your metaverse debut](https://hngamers.com/metaverse-minute-how-to-make-your-metaverse-debut/) - New to the Unity Editor or the metaverse? Bookmark this Metaverse Minute blog for tips on how to get started. Read More manufacturing | Unity Technologies Blog - [Metaverse Minute: Building an inclusive and holistic metaverse](https://hngamers.com/metaverse-minute-building-an-inclusive-and-holistic-metaverse/) - What do we hope the metaverse will look like? This is a question that inspires and propels our Community team forward. Read More manufacturing | Unity Technologies Blog - [Unity 2022.2 Tech Stream is now available](https://hngamers.com/unity-2022-2-tech-stream-is-now-available/) - Explore the latest Tech Stream for early access to the latest features in the next Unity LTS. - [Immersive storytelling: empowering the next generation of XR entrepreneurs](https://hngamers.com/immersive-storytelling-empowering-the-next-generation-of-xr-entrepreneurs/) - How do you teach the world to use the same immersive storytelling tools that have fascinated you for years? GRX Immersive Labs has created an XR storytelling platform that teaches Unreal Engine, virtual reality, and virtual production to creators of all backgrounds. - [Games Focus: 2022 in review](https://hngamers.com/games-focus-2022-in-review/) - For the final installment of Unity’s Games Focus series, Ralph Hauwert looks back at his top picks from the product roadmap so far, thoughts on Unite 2022, and more. - [10 mobile marketing terms every app developer should know](https://hngamers.com/10-mobile-marketing-terms-every-app-developer-should-know/) - This blog offers a guide to the most common terminology mobile developers need to know when getting apps published and advertised. Read More games | Unity Technologies Blog - [Create spellbinding visual effects with our advanced VFX guide](https://hngamers.com/create-spellbinding-visual-effects-with-our-advanced-vfx-guide/) - Our new 120-page e-book, The definitive guide to creating advanced visual effects in Unity, guides artists, designers, and programmers using the Unity 2021 LTS version of VFX Graph. Read More games | Unity Technologies Blog - [VR for everyone: Accessible game design tips from Owlchemy Labs](https://hngamers.com/vr-for-everyone-accessible-game-design-tips-from-owlchemy-labs/) - Learn how Owlchemy Labs uses accessible game design principles to reach more players and create better VR experiences for everyone. Read More games | Unity Technologies Blog - [RealityScan is now free to download on iOS](https://hngamers.com/realityscan-is-now-free-to-download-on-ios/) - RealityScan is a free-to-download 3D scanning app for mobile devices that turns photographed objects into high-fidelity 3D models. Once you’re done, export to Sketchfab and share your creation with the world. - [Unreal Challenge: Creep It Real–winners announced!](https://hngamers.com/unreal-challenge-creep-it-real-winners-announced/) - The time has come to announce the winners of our second Unreal Challenge, Creep It Real, in which participants exercised their worldbuilding skills to create something suitably scary. - [Unreal Fest 2022: catch up on content for game developers](https://hngamers.com/unreal-fest-2022-catch-up-on-content-for-game-developers/) - At our recent Unreal Fest 2022 conference, experts from Epic Games and the developer community offered practical training and shared illuminating insights on a wide range of topics, from building open worlds to keeping asset dependency chains under control. - [Featured free Unreal Marketplace content—December 2022](https://hngamers.com/featured-free-unreal-marketplace-content-december-2022/) - Are you building a platformer? Or even creating a restaurant? There’s a lot of great finds in this month’s free Unreal Marketplace assets drop that can help developers—especially if you’re working with stylized assets. - [High on Life pushes the frontiers of comedy in video games](https://hngamers.com/high-on-life-pushes-the-frontiers-of-comedy-in-video-games/) - Developed by Squanch Games, the game studio founded by Rick and Morty co-creator Justin Roiland, High on Life has been described as Blade Runner meets Jim Henson. - [Get game audio tips from our favorite talks at GameSoundCon](https://hngamers.com/get-game-audio-tips-from-our-favorite-talks-at-gamesoundcon/) - Want to make better game audio? Looking for a reason to finally explore MetaSounds? We’ve got videos for all comers. - [Lights, camera, update: The latest on Cinematic Studio and Live Capture](https://hngamers.com/lights-camera-update-the-latest-on-cinematic-studio-and-live-capture/) - Discover the latest Unity Art Tools bug fixes, updates, and features for Recorder, Sequences, Python, Live Capture, and more. - [New MetaHuman release brings easier sharing and DNA calibration](https://hngamers.com/new-metahuman-release-brings-easier-sharing-and-dna-calibration/) - The latest MetaHuman release includes the ability to more easily share, collaborate, and iterate on characters, together with a new resource that enables you to edit various aspects of the MetaHuman DNA file for customization and/or pipeline integration. - [Online course: MetaHuman facial animation with Faceware Analyzer and Retargeter](https://hngamers.com/online-course-metahuman-facial-animation-with-faceware-analyzer-and-retargeter/) - Ready to unlock the secrets to animating realistic facial performances? Learn how to create real-time facial animation for your MetaHumans with Faceware Analyzer and Retargeter! Start these two partnered courses today. - [Lockheed Martin engages Unreal Engine for aerospace simulation R&D](https://hngamers.com/lockheed-martin-engages-unreal-engine-for-aerospace-simulation-rd/) - Lockheed Martin has a long history of innovation, so it’s not surprising that they’re using Unreal Engine to develop aerospace simulation training. Find out how the engine’s visual quality, interoperability, scalability, and vast talent pool is helping them achieve their goals for next-gen simulation. - [How to immerse your players through effective UI and game design](https://hngamers.com/how-to-immerse-your-players-through-effective-ui-and-game-design/) - In an excerpt from the upcoming e-book, User interface design and implementation, veteran game designer Christo Nobbs examines the interplay between UI and game design. Read More games | Unity Technologies Blog - [Games Focus: Expanded scale for ambitious games](https://hngamers.com/games-focus-expanded-scale-for-ambitious-games/) - This is the ninth installment of Unity’s Games Focus series, which highlights key product development initiatives year ahead and beyond. In this blog, we cover the status, upcoming release plans, and future vision for enabling you to build more ambitious games. - [Chasing the Unseen leverages fractal math to generate its environments](https://hngamers.com/chasing-the-unseen-leverages-fractal-math-to-generate-its-environments/) - Find out how a solo indie developer leveraged Unreal, Houdini, and fractal math to create otherworldly landscapes filled with colossal creatures. - [CAE pivots to Unreal Engine for next-gen flight simulators](https://hngamers.com/cae-pivots-to-unreal-engine-for-next-gen-flight-simulators/) - Aviation training giant CAE constantly strives for better image quality and development efficiency. By moving from proprietary systems to Unreal Engine, CAE is able to leverage the engine’s superior graphics, as well as industry standards and commercial hardware, to meet its production goals. - [What’s new for Prefabs in 2022.2?](https://hngamers.com/whats-new-for-prefabs-in-2022-2/) - Unity's Scene Management team offers a look at the improvements coming to the Prefab system in the 2022.2 Tech Stream. - [New Unreal Engine tutorials for November](https://hngamers.com/new-unreal-engine-tutorials-for-november/) - Ready to up your Unreal Engine game? We’ve got some fantastic online courses that will take your skills to the next level. Learn how to work more efficiently with Blueprints, create believable facial animations, and much more. - [Marketplace Black Friday Sale: over 15,000 products—up to 70% off](https://hngamers.com/marketplace-black-friday-sale-over-15000-products-up-to-70-off/) - From robot samurai to far-away planets, there’s tons to choose from this month. But these discounts won’t last, so click now to explore the sale. - [Perception 1.0: Expanding the toolbox for synthetic data](https://hngamers.com/perception-1-0-expanding-the-toolbox-for-synthetic-data/) - Synthetic data in Unity now includes synthetic humans and homes in this major release of our open-source, computer-vision tools, dubbed Perception 1.0. - [Rumbleverse: the brawler royale laying the smackdown](https://hngamers.com/rumbleverse-the-brawler-royale-laying-the-smackdown/) - How do you create a battle royale without guns? Discover how Iron Galaxy Studios developed a fun, highly-playable melee-focused combat system for Rumbleverse—and why Unreal Engine was the natural choice for game development. - [Soft Not Weak and Broken Arms Games share tips for small studio success](https://hngamers.com/soft-not-weak-and-broken-arms-games-share-tips-for-small-studio-success/) - In this follow-up Q&A to Unity’s August roundtable on indie gamedev innovation, Yves Hohler (Broken Arms Games) and Réjon Taylor-Foster (Soft Not Weak) discuss the business of being an indie. Read More games | Unity Technologies Blog - [SkyReal and Safran build next-gen collaborative creation environment with Unreal Engine](https://hngamers.com/skyreal-and-safran-build-next-gen-collaborative-creation-environment-with-unreal-engine/) - Aerospace giant Safran requires immersive and effective training and design tools for its nearly 80,000 employees globally. With VR-based solutions developed by SkyReal on Unreal Engine, the group is seeing not only cost savings and efficiencies, but also better design processes. - [3 ways retailers are preparing to thrive in the metaverse](https://hngamers.com/3-ways-retailers-are-preparing-to-thrive-in-the-metaverse/) - In this preview of Unity’s newest e-book, explore three ways retailers are preparing for e-commerce to thrive in the metaverse. Read More manufacturing | Unity Technologies Blog - [Collaboration to competition: 3 things gamers want from in-game chat](https://hngamers.com/collaboration-to-competition-3-things-gamers-want-from-in-game-chat/) - We pulled key data from our Unity Multiplayer Report and summarized the three most important findings about what gamers expect out of in-game chat. Read More games | Unity Technologies Blog - [Break into 3D animation with our free starter course](https://hngamers.com/break-into-3d-animation-with-our-free-starter-course/) - From Super Giant Robot Brothers! to Love, Death + Robots, real-time animation is on the move. Go behind the scenes with artists from Disney and Reel FX to learn about the evolving skill sets you’ll need to ride the wave. - [Algoryx brings high-fidelity physics simulation to Unreal Engine](https://hngamers.com/algoryx-brings-high-fidelity-physics-simulation-to-unreal-engine/) - A new AGX Dynamics for Unreal plugin offers companies the ability to team Algoryx’s renowned high-fidelity physics system with Unreal Engine’s photorealistic real-time 3D graphics, and use its powerful, open platform to build accurate true-to-life mechanical simulation training and testing solutions. - [Pump up the volume of your games this Black Friday](https://hngamers.com/pump-up-the-volume-of-your-games-this-black-friday/) - Get ready for the Unity Asset Store’s annual Black Friday sale with this preview roundup of tools that can help you enhance gameplay with sound. Read More games | Unity Technologies Blog - [Games Focus: Creating and operating connected games with multiplayer networking](https://hngamers.com/games-focus-creating-and-operating-connected-games-with-multiplayer-networking/) - This is the eighth installment of Unity's Games Focus series, which highlights key product development initiatives now and into the future. In this blog, we cover the status, upcoming release plans, and future vision for Unity Multiplayer Networking. - [STRIDE developer Joy Way shares their VR cross-platform multiplayer practices](https://hngamers.com/stride-developer-joy-way-shares-their-vr-cross-platform-multiplayer-practices/) - Joy Way Multiplayer Lead Artem Tarasov details how to create cross-platform features and connect an Unreal application with custom backend services and pass-through config values in order to handle a “one OS - multiple Platforms” case. - [Shedding some light on the Universal Render Pipeline for Unity 2021 LTS](https://hngamers.com/shedding-some-light-on-the-universal-render-pipeline-for-unity-2021-lts/) - Unity's Steven Cannavan provides tips on lighting with the Universal Render Pipeline (URP) in Unity 2021 LTS. Read More games | Unity Technologies Blog - [Unreal Engine 5.1 delivers new features for filmmaking, broadcast, animation, and live events](https://hngamers.com/unreal-engine-5-1-delivers-new-features-for-filmmaking-broadcast-animation-and-live-events/) - From virtual production with in-camera VFX to animated projects and high-octane live broadcasts and events, Unreal Engine offers a more extensive, robust, and accessible toolset for media and entertainment pipelines. Take a look at what’s new. - [Unreal Engine 5.1 is now available!](https://hngamers.com/unreal-engine-5-1-is-now-available/) - This release builds upon the groundbreaking feature set released in UE5 to add a new level of robustness, efficiency, and applicability across multiple industries. Find out what’s new. - [Unity and Sauce Labs launch Cloud Diagnostics Advanced](https://hngamers.com/unity-and-sauce-labs-launch-cloud-diagnostics-advanced/) - Learn how you can improve the stability of your game with the newly launched Cloud Diagnostics Advanced, a crash and error reporting tool powered by Backtrace. - [Microsoft Project AirSim accelerates autonomous flight with Unreal Engine](https://hngamers.com/microsoft-project-airsim-accelerates-autonomous-flight-with-unreal-engine/) - Find out how Microsoft Project AirSim uses Unreal Engine to safely build, train, and test autonomous aircraft through high-fidelity simulation, generating millions of simulations at scale. - [Rapid prototyping with new mobile Runner game template](https://hngamers.com/rapid-prototyping-with-new-mobile-runner-game-template/) - Speed up your mobile game development process with Unity’s new Runner game template. Learn how we made the template and get tips for making the most of it. Read More games | Unity Technologies Blog - [dSPACE drives advancements in autonomous vehicle testing](https://hngamers.com/dspace-drives-advancements-in-autonomous-vehicle-testing/) - As autonomous vehicles become ubiquitous on roads all over the world, Unreal Engine is helping AURELION to be on the front line of AV-simulated training with sensor-realistic simulation and top-grade visualization for developing and validating driving functions. - [Depicting dogfights: how real-time rendering helped an Indian fighter jet series take off](https://hngamers.com/depicting-dogfights-how-real-time-rendering-helped-an-indian-fighter-jet-series-take-off/) - Aerial combat has been a big draw since the days of Howard Hughes. Learn how Viga Entertainment Technology applied Unreal Engine to the aerial sequences of the Disney+ Hotstar series Shoorveer, becoming one of the first TV productions to use it in India. - [Games Focus: Empowering teams for cross-functional collaboration](https://hngamers.com/games-focus-empowering-teams-for-cross-functional-collaboration/) - This is the seventh installation of Unity's Games Focus series, which highlights key product development initiatives now and into the future. In this blog, we cover graph-based tools and DevOps solutions to help artists, designers, and programmers create faster. - [Deployable, modular flight simulator at I/ITSEC: industry reacts to Antoinette Project](https://hngamers.com/deployable-modular-flight-simulator-at-i-itsec-industry-reacts-to-antoinette-project/) - The Antoinette Project is a comprehensive set of resources to support the creation of the next generation of flight simulators, including a demo of a small-footprint, high-realism flight simulator. Watch the reaction videos from those who’ve tried it out, and then experience for yourself at I/ITSEC. - [New Forrester Consulting study: how game engines benefit business](https://hngamers.com/new-forrester-consulting-study-how-game-engines-benefit-business/) - We commissioned Forrester Consulting to survey businesses across several industries about their use of game engine technology. Check out the study to uncover fascinating insights into the business advantages provided by real-time tools. - [Let Them Trade is a relaxing strategy game made using Unreal Engine 5](https://hngamers.com/let-them-trade-is-a-relaxing-strategy-game-made-using-unreal-engine-5/) - The Spaceflower team discusses the development process behind the upcoming strategy game Let Them Trade, speaks about making the game’s hexagonal grid, and talks about the systems they created to streamline production. - [The Plastic SCM web experience is now in open beta](https://hngamers.com/the-plastic-scm-web-experience-is-now-in-open-beta/) - Take a closer look at the new web experience for Plastic SCM Cloud Edition functionality – now in open beta – and see how you can make the most of it. - [Advanced Editor scripting hacks to save you time, part 2](https://hngamers.com/advanced-editor-scripting-hacks-to-save-you-time-part-2/) - Unity Developer Jordi Caballol continues to share advanced Editor scripting hacks designed to save you time on your next project with a follow-up to his October 2022 Tech from the Trenches column. - [I/ITSEC 2022](https://hngamers.com/i-itsec-2022/) - Epic Games is pleased to attend the I/ITSEC conference this year, and present several live demonstrations of simulation solutions with Unreal Engine at their core. Be sure to come and see us if you’re at the show! - [Metaverse Minute: The versatility of VR featuring Cas and Chary](https://hngamers.com/metaverse-minute-the-versatility-of-vr-featuring-cas-and-chary/) - More than virtual reality’s reigning cutest couple, Cas and Chary are deeply passionate about showing how technology can improve our lives today – and shape the future. In this blog, discover applications of Unity that demonstrate the ways VR is not limited to just gaming. Read More manufacturing | Unity Technologies Blog - [Samwoo Immersion uses a digital twin for efficient port logistics management](https://hngamers.com/samwoo-immersion-uses-a-digital-twin-for-efficient-port-logistics-management/) - To improve the operational efficiency of Busan Port, one of South Korea’s largest hubs for maritime logistics, Samwoo Immersion developed the VARLOS Terminal Monitoring System: a digital twin combined with an interactive IoT platform. - [Building an alternate reality in augmented reality: UCLA redefines theater with Unreal Engine](https://hngamers.com/building-an-alternate-reality-in-augmented-reality-ucla-redefines-theater-with-unreal-engine/) - Discover how UCLA staff and students created an immersive AR theater experience set in the world of The Man in the High Castle with Unreal Engine. - [Featured free Marketplace content—November 2022](https://hngamers.com/featured-free-marketplace-content-november-2022/) - Pirate ships, rain systems, and classy offices—comb this month’s free 3D Marketplace assets and get your project started off right. - [Creepy, cute, compelling: The recipe for smash hit, Cult of the Lamb](https://hngamers.com/creepy-cute-compelling-the-recipe-for-smash-hit-cult-of-the-lamb/) - Find out how independent studio Massive Monster mashed up genres to create the cult classic, Cult of the Lamb, a Made with Unity game. Read More games | Unity Technologies Blog - [How to achieve cross-platform success through console game development](https://hngamers.com/how-to-achieve-cross-platform-success-through-console-game-development/) - Reaching console players is key for achieving cross-platform success. With the right resources, you can get your game ready for PlayStation®, Xbox®, and Nintendo Switch™. Read More games | Unity Technologies Blog - [Presenting the winners of the 2022 Epic MegaJam!](https://hngamers.com/presenting-the-winners-of-the-2022-epic-megajam/) - After many hours of development and judging, it’s time to find out which teams are taking home top honors for the record-breaking 2022 Epic MegaJam. - [Building my first multiplayer game with Netcode for GameObjects](https://hngamers.com/building-my-first-multiplayer-game-with-netcode-for-gameobjects/) - See how a professional developer new to multiplayer games learned Netcode for GameObjects for the first time and built our game sample, Galactic Kittens. Read More games | Unity Technologies Blog - [Games Focus: How your feedback drives product development](https://hngamers.com/games-focus-how-your-feedback-drives-product-development/) - This is the sixth installation of Unity's Games Focus series, which highlights key product development initiatives for 2023 and beyond. In this blog, we cover how our engineers prioritize and integrate your feedback into product development. - [Witchfire is a first-person roguelite designed for those who don't like roguelites](https://hngamers.com/witchfire-is-a-first-person-roguelite-designed-for-those-who-dont-like-roguelites/) - The Astronauts Creative Director and Co-Founder at Adrian Chmielarz discusses the development process behind Witchfire, the studio’s upcoming first-person roguelite powered by Unreal Engine, and speaks about its gameplay, music, mechanics, and more. - [Making AnimationEvent safe for the CoreCLR garbage collector](https://hngamers.com/making-animationevent-safe-for-the-coreclr-garbage-collector/) - As we are transitioning to .NET CoreCLR, which brings a more advanced and efficient Garbage Collector (GC), see how Unity has changed its AnimationEvent to work correctly with this new GC. - [October Marketplace Sale: over 1,500 products—now 50% off](https://hngamers.com/october-marketplace-sale-over-1500-products-now-50-off/) - There’s all kinds of great products to choose from this month. Click now to see some of our personal favorites and explore the sale today. - [How to use RealityCapture to scan yourself for Mesh to MetaHuman](https://hngamers.com/how-to-use-realitycapture-to-scan-yourself-for-mesh-to-metahuman/) - In this new tutorial, we show you how to take the first steps towards turning yourself (or someone else) into a fully rigged MetaHuman, ready for use in Unreal Engine, with no expensive setup required. - [A simple solution to help increase your mobile gaming revenue](https://hngamers.com/a-simple-solution-to-help-increase-your-mobile-gaming-revenue/) - Kindred's Rebecca Tembo shares how the Kindred for Business solution, available through the Unity Asset Store, can help you generate incremental average revenue per monthly active user (ARPMAU) to complement ad and in-app purchase (IAP) revenue. Read More games | Unity Technologies Blog - [Check out inspiring Epic MegaGrant stories from all around the globe](https://hngamers.com/check-out-inspiring-epic-megagrant-stories-from-all-around-the-globe/) - Since 2019, Epic MegaGrants have supported 1,813 projects across six continents and 92 countries. - [Unreal Engine streamlined the transition to a new engine for New Tales from the Borderlands](https://hngamers.com/unreal-engine-streamlined-the-transition-to-a-new-engine-for-new-tales-from-the-borderlands/) - Unreal Engine allowed Gearbox Studio Quebec to lean into performance capture without concern over production bottlenecks. - [Ads as your asset: Improving the player experience](https://hngamers.com/ads-as-your-asset-improving-the-player-experience/) - Learn about the four core components of in-game ad design and see how we worked with Pixel United to enhance its monetization strategy for EverMerge. Read More games | Unity Technologies Blog - [Games Focus: Extending your reality with XR](https://hngamers.com/games-focus-extending-your-reality-with-xr/) - This blog is the latest in Games Focus, a series through which we’re sharing what Unity is doing for all game developers – now, next year, and in the future. This installment covers the status, upcoming release plans, and future vision for XR. - [The 2022 Student Showcase is ready to rock](https://hngamers.com/the-2022-student-showcase-is-ready-to-rock/) - Check out this year’s Student Showcase sizzle to see some of the best Unreal Engine projects from students around the world! - [Preparing for the future of architecture with Collab Viewer Template](https://hngamers.com/preparing-for-the-future-of-architecture-with-collab-viewer-template/) - The Collab Viewer Template in Unreal Engine, customized for architecture, makes it easy to meet with others inside your design, and to measure, section, scale and annotate in real time. Find out more about this innovative tool, with features based on feedback from AEC professionals. - [Advanced Editor scripting hacks to save you time, part 1](https://hngamers.com/advanced-editor-scripting-hacks-to-save-you-time-part-1/) - Unity Developer Jordi Caballol shares advanced Editor scripting hacks that are sure to save you time on your next project in the latest Tech from the Trenches column. - [Unreal Engine 5 helps Aya Nakamura stun music fans in the Fortnite Soundwave Series](https://hngamers.com/unreal-engine-5-helps-aya-nakamura-stun-music-fans-in-the-fortnite-soundwave-series/) - MADO XR and Warner Music used MetaHuman and Unreal Engine 5 to help create a realistic digital replica of French-Malian singer Aya Nakamura for her Fortnite virtual music experience. - [It’s here: The complete overview of Unity toolsets and workflows for technical artists](https://hngamers.com/its-here-the-complete-overview-of-unity-toolsets-and-workflows-for-technical-artists/) - The first-of-its-kind "Unity for technical artists: Key toolsets and workflows" e-book compiles detailed summaries of all Unity systems, features, and workflows for experienced technical artists. Preview what's included in the guide and download it today. - [Free Unreal Engine resources for Broadcast & Live Events ](https://hngamers.com/free-unreal-engine-resources-for-broadcast-live-events/) - Need some real-time resources? We have a field guide, sample projects, motion graphics webinars, and more, just waiting to help you supercharge your Broadcast & Live Events project. More inside! - [Specialized support for broadcast and live event productions](https://hngamers.com/specialized-support-for-broadcast-and-live-event-productions/) - Find out how trusted studios and agencies are supporting Unreal Engine adopters to produce truly innovative broadcast and live event projects as part of the Unreal Authorized Service Partner Program. - [Download the new Nanite Teacher’s Guide](https://hngamers.com/download-the-new-nanite-teachers-guide/) - Prepare your students for the future of real-time rendering with Unreal Engine 5’s new Nanite technology. They’ll never have to worry about subdividing meshes, kitbashing, or counting polygons again! - [Level up your code with game programming patterns](https://hngamers.com/level-up-your-code-with-game-programming-patterns/) - If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project. Read More games | Unity Technologies Blog - [Meet JUMP: the world’s first hyperreal wingsuit simulator](https://hngamers.com/meet-jump-the-worlds-first-hyperreal-wingsuit-simulator/) - Wingsuit BASE jumping is a highly dangerous sport. Find out how photogrammetry tool RealityCapture and Unreal Engine 5 were used to create an immersive wingsuit simulator that offers all of the excitement of the real thing—and none of the risk. - [Into the Innerverse: Inside Bastille’s first virtual concert](https://hngamers.com/into-the-innerverse-inside-bastilles-first-virtual-concert/) - How did Bastille follow up a chart-topping album? With an interactive VR performance that takes fans directly into Give Me The Future’s philosophical world. Find out how the WPP agency helped them build it with virtual production and Unreal Engine. - [Pixomondo gives viewers a kick with new virtual production-based soccer commercial](https://hngamers.com/pixomondo-gives-viewers-a-kick-with-new-virtual-production-based-soccer-commercial/) - How do you produce a commercial with a stadium full of screaming soccer fans that doesn’t break the bank or require hours of rotoscoping? Find out how PXO and partners used LED stages and virtual production workflows to achieve just that. - [Rōnin Trail is a voxel-based open-world game being created in Unreal Engine by a solo student developer](https://hngamers.com/ronin-trail-is-a-voxel-based-open-world-game-being-created-in-unreal-engine-by-a-solo-student-developer/) - Solo Game Developer Danny Park, a.k.a. devpachi, talks about the development process behind Rōnin Trail, Danny’s upcoming open-world voxel game. He discusses the game’s mechanics, and shares thoughts on setting up voxel environments in Unreal Engine. - [FOX Sports kicks off the NFL season with a groundbreaking multicam virtual production studio](https://hngamers.com/fox-sports-kicks-off-the-nfl-season-with-a-groundbreaking-multicam-virtual-production-studio/) - Two years ago, lensing a live multicam show on an LED volume was impossible. Now, FOX Sports can do it anytime they want. Discover how the team built a groundbreaking virtual production studio for their NFL pregame show, FOX NFL Sunday. - [The Broadcast and Live Events Field Guide: a resource for real-time production teams](https://hngamers.com/the-broadcast-and-live-events-field-guide-a-resource-for-real-time-production-teams/) - Today’s audiences expect ever more engaging and exciting content from live events and broadcast shows. Find out how production teams are using Unreal Engine to create immersive and interactive experiences that keep audiences coming back for more. - [Atavism Offset Model configuration](https://hngamers.com/atavism-offset-model-configuration/) - first video for alpha product, includes some bugs and mess ups! That is what these initial videos are for right? Assets Used in this Video https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Atavism Offset Mob Setup](https://hngamers.com/atavism-offset-mob-setup/) - Setup a new mob for the Atavism mob offset system and enable it. This is a very basic video that covers the basic settings needed for the system to function. Assets Used in this Video https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Atavism IK Handling System](https://hngamers.com/atavism-ik-handling-system/) - This video goes over the usage and setup of the Atavism IK Handling system. Reach out to me in discord if you have any issues. Assets Used in this Video https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Atavism Modular Character System Overview](https://hngamers.com/atavism-modular-character-system-overview/) - A quick overview on the main features of the Modular Character system for Atavism. Assets Used in this Video https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Atavism Toolbox Mob Generator](https://hngamers.com/atavism-toolbox-mob-generator/) - How to use the Atavism Toolbox to generate a series of mobs for your game. Asset used in this video:https://assetstore.unity.com/packages/3d/environments/dungeons/polygon-dungeons-pack-102677?aid=1101lf9HB&utm_source=aff https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff Toolbox Document: https://docs.google.com/document/d/1XhKWiVwXBzHMAyoJyJOsElU40fPk7ZTa6dOhWrcJiN4/edit?usp=sharing - [Atavism Toolbox Equipment Display Generator](https://hngamers.com/atavism-toolbox-equipment-display-generator/) - A quick run down on how to use the display generator to create items for Atavism. Assets Used in this Video https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Polytope Customization setup for Atavism](https://hngamers.com/polytope-customization-setup-for-atavism/) - This guide walks you through configuring your Polytope characters for the modular system for Atavism. Assets Used in this Video https://assetstore.unity.com/packages/3d/characters/lowpoly-medieval-modular-armors-170940?aid=1101lf9HB&utm_source=aff https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Polytope Setup for the Atavism Character Customization System](https://hngamers.com/polytope-setup-for-the-atavism-character-customization-system/) - This guide walks you through configuring your Polytope characters for the modular system for Atavism. Assets Used in this Video https://assetstore.unity.com/packages/3d/characters/lowpoly-medieval-modular-armors-170940?aid=1101lf9HB&utm_source=aff https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Atavism Modular System Synty Modular Character](https://hngamers.com/atavism-modular-system-synty-modular-character/) - This guide walks you through configuring your Synty Modular characters for the modular system for Atavism. Assets Used in this Video https://assetstore.unity.com/packages/3d/characters/lowpoly-medieval-modular-armors-170940?aid=1101lf9HB&utm_source=aff https://assetstore.unity.com/packages/tools/network/atavism-x-3-on-premises-184754?aid=1101lf9HB&utm_source=aff - [Atavism X 2 1 Windows Server and Client Setup](https://hngamers.com/atavism-x-2-1-windows-server-and-client-setup/) - [5 ways to level up your game development skills](https://hngamers.com/5-ways-to-level-up-your-game-development-skills/) - Looking to take your gamedev skills to the next level? We’ve curated a selection of courses that are popular with our community and offer engaging, gamified learning experiences. Read More games | Unity Technologies Blog - [Games Focus: Reach more players over multiple platforms and form factors](https://hngamers.com/games-focus-reach-more-players-over-multiple-platforms-and-form-factors/) - In this blog, we cover the status, upcoming release plans, and future vision for how Unity enables you to reach more players over multiple platforms and form factors. - [The developers of the Remothered saga discuss the creation of brand new IP Batora: Lost Haven](https://hngamers.com/the-developers-of-the-remothered-saga-discuss-the-creation-of-brand-new-ip-batora-lost-haven/) - Stormind Games discusses the development process behind the upcoming Batora: Lost Haven, spoke about creating picturesque environments and VFX for the game, and explained what receiving an Epic MegaGrant meant. - [Explore the inner gate and south corridor of Hwangnyongsa in AR](https://hngamers.com/explore-the-inner-gate-and-south-corridor-of-hwangnyongsa-in-ar/) - Hwangnyongsa, an historic Buddhist temple located in the city of Gyeongju, South Korea, has been restored to its former glory in augmented reality (AR) thanks to developers from VIRNECT. Hear from the developers – and 2022 Korean Made With Unity Award winners – who crafted the experience on how it was made. Read More aec | Unity - [Featured free Marketplace content—October 2022](https://hngamers.com/featured-free-marketplace-content-october-2022/) - Zombie movements, PBR pumpkins, AI spawning systems—scan through all the free 3D environments, characters, and more in this month’s Unreal Marketplace drop. - [Join us for Broadcast & Live Events Week 2022](https://hngamers.com/join-us-for-broadcast-live-events-week-2022/) - Everyone needs that ‘special something.' Learn how to create memorable moments for sports, music, and news at Broadcast & Live Events Week, as we showcase the best ways to use AR, XR, LED volumes, and more. - [“Getting Started With Unreal Engine: Educator’s Edition” videos—out now](https://hngamers.com/getting-started-with-unreal-engine-educators-edition-videos-out-now/) - You don’t need to be technical to teach Unreal Engine! Learn how to bring interactive 3D into your classroom in our new video series, as we explore everything from getting your administration on board to free resources, made just for you. - [Metaverse Minute: 4 sales and marketing trends you can jump on now](https://hngamers.com/metaverse-minute-4-sales-and-marketing-trends-you-can-jump-on-now/) - In this edition of the Metaverse Minute, we break down some applications of Unity that could be a window into the future of marketing and sales techniques. Read More manufacturing | Unity Technologies Blog - [Expanding the robotics toolbox: Physics changes in Unity 2022.1](https://hngamers.com/expanding-the-robotics-toolbox-physics-changes-in-unity-2022-1/) - The Physics Debugger is an essential tool for understanding the inner workings of the physics engine, as well as for making sense of the particular behavior observed in a project. A good debugger is a critical tool for authoring convincing, modern, rich physics. With that in mind, we completely reworked the user interface (UI) - [Announcing a new Unreal Challenge: Creep It Real](https://hngamers.com/announcing-a-new-unreal-challenge-creep-it-real/) - What kinds of creepy assets are stashed away in your Vault? Express your spooky side in the latest Unreal Challenge: Creep It Real. Submit a video and compete to win cash, software, swag, and other goodies. - [Unreal Engine is just the ticket for management sim RAILGRADE](https://hngamers.com/unreal-engine-is-just-the-ticket-for-management-sim-railgrade/) - When Minakata Dynamics set out to reimagine what a management simulation game could be, a focus on story helped put the studio on the fast track to success. Find out how RAILGRADE delivers a fresh twist on a much-loved genre. - [Games Focus: Profiling and performance optimization](https://hngamers.com/games-focus-profiling-and-performance-optimization/) - In the third installment of our Games Focus series, we cover the status, upcoming release plans, and future vision for profiling and performance at Unity. - [No Captain Allowed! is a co-op game developed by a two-person team](https://hngamers.com/no-captain-allowed-is-a-co-op-game-developed-by-a-two-person-team/) - 9heads Game Studios talk about their gamedev journey and share the development process behind No Captain Allowed!, their recently-released roguelike co-op game, and explain how Unreal Engine helped their two-person team execute on their vision. - [Expert tips for indie mobile success with Robot Squid and Superplus Games](https://hngamers.com/expert-tips-for-indie-mobile-success-with-robot-squid-and-superplus-games/) - Building and running a strong, sustainable business is important in today's saturated mobile game market. In this blog, indie developer experts share tips for navigating the challenges and opportunities that come from rapid expansion. Read More games | Unity Technologies Blog - [Digital fashion: from concept to consumer at Timberland](https://hngamers.com/digital-fashion-from-concept-to-consumer-at-timberland/) - The virtual and physical worlds are colliding, and forward-thinking brands are setting up shop in the metaverse. Find out how an ecosystem of real-time tools is transforming the way Timberland connects with consumers, opening the door to digital fashion. - [4 things multiplayer gamers want in 2022 and beyond](https://hngamers.com/4-things-multiplayer-gamers-want-in-2022-and-beyond/) - We surveyed over 1,400 multiplayer gamers in the US, UK, Japan, and Korea to find out what players want so you can get a head start planning your next project. Read More games | Unity Technologies Blog - [5 common lightmapping problems and tips to help you fix them](https://hngamers.com/5-common-lightmapping-problems-and-tips-to-help-you-fix-them/) - Unity Technical Artist for Quality and Lighting Kristijonas Jalnionis unpacks five of the most common lightmapping problems and their solutions. - [Epic and Autodesk join forces to accelerate real-time experiences](https://hngamers.com/epic-and-autodesk-join-forces-to-accelerate-real-time-experiences/) - Epic Games and Autodesk announce a new partnership that will promote open and connected workflows between their tools. Initially targeting the AEC industry, Autodesk intends to make Twinmotion for Revit available to all Revit customers as part of an upcoming release. - [Unreal Fellowship: World Building applications open now](https://hngamers.com/unreal-fellowship-world-building-applications-open-now/) - The newest Fellowship class is launching, and we’ve just opened up applications for the Fall and Winter classes. If you’re a production designer, concept artist, or architect that wants to go deep on real-time environments, apply now. - [How Netflix series The Silent Sea recreated the Moon with Unreal Engine’s ICVFX tech](https://hngamers.com/how-netflix-series-the-silent-sea-recreated-the-moon-with-unreal-engines-icvfx-tech/) - To recreate outer space and the Moon for the Korean Netflix series, The Silent Sea, Westworld leveraged the power of Unreal Engine’s in-camera VFX (ICVFX) technology. - [Crafting Death’s Door’s intricate environments](https://hngamers.com/crafting-deaths-doors-intricate-environments/) - Acid Nerve’s latest project, Death’s Door, launched last year to critical acclaim. Discover how the team built a world players can explore without a map. Read More games | Unity Technologies Blog - [Real-time real estate on The Pulse](https://hngamers.com/real-time-real-estate-on-the-pulse/) - Can sales configurators, XR-enhanced design, and digital twins change the way we interact with real estate? In Real-Time Real Estate: Visualize, Connect, Build, James Scott from the MIT Center for Real Estate talks with JLL Technologies and IMERZA about the many ways the technology is changing the industry. - [The Pulse](https://hngamers.com/the-pulse/) - The Pulse is a thought-provoking video series that uncovers emerging trends in interactive technology across architecture, automotive, film & TV, and games. Get inspired and explore real-time 3D today! - [See the top short films from the Women Creators Program 2022](https://hngamers.com/see-the-top-short-films-from-the-women-creators-program-2022/) - Six weeks of training, 13 amazing shorts. See some of the best films to come out of this year’s Women Creators Program 2022, which exclusively features artists from India and Southeast Asia. - [Unreal Engine World Tour dates announced](https://hngamers.com/unreal-engine-world-tour-dates-announced/) - We’re bringing the band back together! Join the Unreal Evangelists for a celebration of Unreal Engine developer success stories, insights from local talent, and sessions on everything from new engine features to Epic ecosystem news. Register today. - [September Marketplace sale: over 1,500 products—now 50% off](https://hngamers.com/september-marketplace-sale-over-1500-products-now-50-off/) - Over 1,500 products means a lot of possibilities. Check out some of our favorite assets inside, and enjoy the savings until September 25. - [Accelerate multiplayer game development with UGS Multiplayer Solutions](https://hngamers.com/accelerate-multiplayer-game-development-with-ugs-multiplayer-solutions/) - We’re excited to announce that Game Server Hosting (Multiplay), Matchmaker, and Netcode for GameObjects are now launched to round out the UGS Multiplayer suite. Read More games | Unity Technologies Blog - [Announcing new tools for multiplayer development in Unity](https://hngamers.com/announcing-new-tools-for-multiplayer-development-in-unity/) - Explore the latest tech available within the Unity ecosystem to create your multiplayer game – from netcode SDKs to tooling support. Read More games | Unity Technologies Blog - [How Kidoz and Unity are building a safer digital space for children](https://hngamers.com/how-kidoz-and-unity-are-building-a-safer-digital-space-for-children/) - The internet is meant to be a place for everyone, but not all content is suitable for all audiences, particularly young people who are increasingly using apps for education and entertainment. Kidoz, one of Unity’s largest kid-safe mobile network partners, is a COPPA (Children's Online Privacy Protection Act) compliant focused DSP (Demand Side Platform) - [Soulstice’s dark fantasy is fueled by Unreal Engine](https://hngamers.com/soulstices-dark-fantasy-is-fueled-by-unreal-engine/) - Inside the making of Reply Game Studio’s Soulstice. - [Broadcast & Live Events Steal the Show](https://hngamers.com/broadcast-live-eventssteal-the-show-2/) - Get all the latest news on how to create memorable broadcast experiences and live events with Unreal Engine. - [How wholesome game Aka stood out on Twitter](https://hngamers.com/how-wholesome-game-aka-stood-out-on-twitter/) - Indie CommUnity Choice Award winner Namra (Cosmo Gatto) discusses finding an audience for his upcoming Studio Ghibli-inspired permaculture adventure. Read More games | Unity Technologies Blog - [Dinosaurs in the multiverse: Why DinoPowers uses real-time animation](https://hngamers.com/dinosaurs-in-the-multiverse-why-dinopowers-uses-real-time-animation/) - Dofala Animation Studio’s South Korean hit, DinoPowers is another in a long list of real-time animation programs produced with Unreal Engine. Find out how they approached their first real-time series inside. - [Unity Reflect Review adds annotations and improved visual fidelity](https://hngamers.com/unity-reflect-review-adds-annotations-and-improved-visual-fidelity-2/) - The latest Unity Reflect Review update addresses customers’ most commonly requested features – annotations and visual fidelity – to improve collaboration and communication during design reviews. Read More aec | Unity Technologies Blog - [Unity Reflect Review adds annotations and improved visual fidelity](https://hngamers.com/unity-reflect-review-adds-annotations-and-improved-visual-fidelity/) - The latest Unity Reflect Review update addresses customers’ most commonly requested features – annotations and visual fidelity – to improve collaboration and communication during design reviews. Read More aec | Unity Technologies Blog - [Games Focus: Rendering that scales with your needs](https://hngamers.com/games-focus-rendering-that-scales-with-your-needs/) - This is the second blog in our Games Focus series, which highlights key product development initiatives for the year ahead and beyond. In this post, discover the status, upcoming release plans, and future vision for scriptable render pipelines. - [Broadcast & Live Events Steal the Show](https://hngamers.com/broadcast-live-eventssteal-the-show/) - Get all the latest news on how to create memorable broadcast experiences and live events with Unreal Engine. - [Instinction: From architectural visualization to a Dino Crisis spiritual successor using Unreal Engine 5](https://hngamers.com/instinction-from-architectural-visualization-to-a-dino-crisis-spiritual-successor-using-unreal-engine-5/) - Unreal Engine’s robust support for Archviz opened the door for Hashbane’s leap to game development. - [Procedural music generation with Quartz](https://hngamers.com/procedural-music-generation-with-quartz/) - Get the inside story on how Unreal Engine’s Quartz audio subsystem was synced with striking visuals to kick off Fortnite Chapter Three, season three. The resulting bioluminescent forest pulsated in time with procedurally generated beats. - [Clarifying API usage requirements via improved messaging](https://hngamers.com/clarifying-api-usage-requirements-via-improved-messaging/) - At times, it can be unclear under which conditions an API can or should be called. In this blog, Unity Senior Software Engineer Javier Abud shares why not having this information can cause things to go awry and how you and your team can course correct. - [Mobile performance optimization with Adaptive Performance 4.0](https://hngamers.com/mobile-performance-optimization-with-adaptive-performance-4-0/) - Download Unity 2022.1 Tech Stream and discover Adaptive Performance 4.0. Push Android performance even further on Samsung devices with four more scalers that cover physics, decals, customization, and layer culling – plus support for visual scripting to optimize app performance. - [Try the new UI Toolkit sample – now available on the Asset Store](https://hngamers.com/try-the-new-ui-toolkit-sample-now-available-on-the-asset-store/) - Discover the latest from our Asset Store: The all-new UI Toolkit sample – Dragon Crashers demo, available to download for free. This new demo puts a spotlight on the Unity 2021 LTS UI Toolkit, which aims to help you build and debug adaptive runtime UIs on a wide range of game applications and Editor extensions. Read More games - [Introducing the new Adobe Substance 3D plug-in for Unity](https://hngamers.com/introducing-the-new-adobe-substance-3d-plug-in-for-unity/) - Whether you want to create an immersive world, establish your portfolio, or bring fresh ideas to life, optimized material workflows can help you accomplish your goals quickly. That’s why we’ve teamed up with Adobe to present the new Adobe Substance 3D plug-in on the Unity Asset Store. With the Adobe Substance 3D plug-in, artists - [Games Focus: What’s next](https://hngamers.com/games-focus-whats-next/) - This post is the first in a new blog series we’re launching to share what Unity is doing for all game developers – now, next year, and in the future. - [Epic Games at Autodesk University 2022](https://hngamers.com/epic-games-at-autodesk-university-2022/) - Join Epic Games at Autodesk University 2022 in New Orleans for an action-packed design and make event. We’ll have Epic experts speaking on thought leadership panels, technical training at our booth on the show floor, and much more. Register today. - [Six-week cinematics: watch the Unreal Fellowship 2022 sizzle reel](https://hngamers.com/six-week-cinematics-watch-the-unreal-fellowship-2022-sizzle-reel/) - Unreal Fellowship students are always full of ideas and this group was no different. See some of our favorite clips from their final projects, covering everything from anime angels to interdimensional meetings. See if you can spot the MetaHumans! - [Clean up your code: How to create your own C# code style](https://hngamers.com/clean-up-your-code-how-to-create-your-own-c-code-style/) - While there’s more than one way to format Unity C# code, agreeing on a consistent code style for your project enables your team to develop a clean, readable, and scalable codebase. In this blog, we provide some guidelines and examples you can use to develop and maintain your own code style guide. - [Why Paragon-fueled MOBA Predecessor shifted to Unreal Engine 5](https://hngamers.com/why-paragon-fueled-moba-predecessor-shifted-to-unreal-engine-5/) - Take a look inside the development of Unreal Engine 5’s first big MOBA, Predecessor. - [Unreal Engine is helping real estate developers to accelerate urban master planning](https://hngamers.com/unreal-engine-is-helping-real-estate-developers-to-accelerate-urban-master-planning/) - Real estate developers are embracing Unreal Engine’s real-time technology to convey their vision for the pre-concept phase of urban master planning, enabling them to secure investments and planning permission. - [Featured free Marketplace content—September 2022](https://hngamers.com/featured-free-marketplace-content-september-2022/) - Create a futuristic neon cityscape, animate complex fighting styles, or build a stylized Asian village - there’s plenty to boost your creativity in this month’s free content drop. - [Migrating built-in shaders to the Universal Render Pipeline](https://hngamers.com/migrating-built-in-shaders-to-the-universal-render-pipeline/) - This blog was created in collaboration with Roberto Lopez Mendez from Arm. Our partners at Arm recently ported a project based on Unity’s Built-in Render Pipeline to the Universal Render Pipeline (URP) and decided to share their experience with the Unity community. - [Profiling in Unity 2021 LTS: What, when, and how](https://hngamers.com/profiling-in-unity-2021-lts-what-when-and-how/) - Developing expertise with Unity’s suite of profiling tools is one of the most useful skills you can add to your game development toolbox. Thorough profiling can massively boost the performance of your game, so we want to help you get started with key tips from our newly released e-book, Ultimate guide to profiling Unity games. - [Humber College uses Unreal Engine to shed light on important issues](https://hngamers.com/humber-college-uses-unreal-engine-to-shed-light-on-important-issues/) - As pioneering creatives continue to embrace game engine technology, Humber College has given students from different disciplines an opportunity to use Unreal Engine to shed light on important issues in our society. - [Humber College draws attention to real-world issues with Unreal Engine](https://hngamers.com/humber-college-draws-attention-to-real-world-issues-with-unreal-engine/) - As pioneering creatives continue to embrace game engine technology, Humber College has given students from different disciplines an opportunity to use Unreal Engine to shed light on important issues in our society. - [3 lessons in storytelling from Inscryption](https://hngamers.com/3-lessons-in-storytelling-from-inscryption/) - Daniel Mullins shares his approach to narrative gameplay in his award-winning, roguelike deckbuilder Inscryption. Read More games | Unity Technologies Blog - [Psychological thriller Broken Pieces had a big problem, here’s how Epic MegaGrants helped solve it](https://hngamers.com/psychological-thriller-broken-pieces-had-a-big-problem-heres-how-epic-megagrants-helped-solve-it/) - The journey of Broken Pieces echoes, in some ways, the journey of its studio’s founders. - [Unreal Fest 2022](https://hngamers.com/unreal-fest-2022/) - Unreal Fest is back in person. Join us in New Orleans for three action-packed days of hands-on training, inspirational speakers, Epic dev support… and a big Unreal Fest Party at Mardi Gras World. Get your ticket today! - [Pixyz 2022.1: Improvements across 3D data processing workflows](https://hngamers.com/pixyz-2022-1-improvements-across-3d-data-processing-workflows/) - The 2022.1 release from Pixyz includes updates across the suite, providing users with an improved experience for converting, adapting, and making the most of any 3D data. Read More manufacturing | Unity Technologies Blog - [The best sci-fi shorts from our latest Unreal Fellowship: Storytelling class](https://hngamers.com/the-best-sci-fi-shorts-from-our-latest-unreal-fellowship-storytelling-class/) - From undiscovered worlds and neon cityscapes to desolate futures and robotic ecosystems, check out the best sci-fi stories from recent Unreal Fellowship: Storytelling students. - [Pick up these helpful tips on advanced profiling](https://hngamers.com/pick-up-these-helpful-tips-on-advanced-profiling/) - Experts from Unity, Arm, and SYBO Games shared a number of profiling tips and strategies during a recent webinar roundtable. In this post, we answer additional questions that were not covered during the event. - [Unity and .NET, what’s next?](https://hngamers.com/unity-and-net-whats-next/) - We’ve recently started a multiyear initiative to help you write more performant code faster and deliver long-term stability and compatibility. Read on to find out what we’re doing to update the foundational tech stack behind your scripts. - [Patrick Mahomes’ Fortnite debut hyped with help from virtual production](https://hngamers.com/patrick-mahomes-fortnite-debut-hyped-with-help-from-virtual-production/) - With a limited amount of time to work with Patrick Mahomes, The Robot Company and Los York turned to an Unreal Engine-powered LED stage to create an atmospheric teaser promoting the NFL superstar’s debut in the Fortnite Icon Series. - [Metaverse Minute: 7 ways mixed reality is reshaping training and education](https://hngamers.com/metaverse-minute-7-ways-mixed-reality-is-reshaping-training-and-education/) - In the latest Metaverse Minute roundup from Unity, discover seven ways mixed reality is reshaping training and education. Read More manufacturing | Unity Technologies Blog - [What’s next for computer vision: An AI developer weighs in](https://hngamers.com/whats-next-for-computer-vision-an-ai-developer-weighs-in/) - In this Q&A, get a glimpse into the future of artificial intelligence (AI) and computer vision through the lens of longtime Unity user Gerard Espona, whose robot digital twin project was featured in the Made with Unity: AI series. Read More manufacturing | Unity Technologies Blog - [28 people and two cats: Inside the making of Stray](https://hngamers.com/28-people-and-two-cats-inside-the-making-of-stray/) - Unreal Engine’s Blueprints helped a team of two quickly prototype early ideas. Get the inside scoop on the cat game that landed a publishing deal with a GIF. - [Unreal Engine’s real-time tech powers the sales suites of the future for luxury real estate](https://hngamers.com/unreal-engines-real-time-tech-powers-the-sales-suites-of-the-future-for-luxury-real-estate/) - More and more companies in the architecture and real-estate space are turning to real-time technology to help them sell the latest high-end developments, before construction begins. - [August Marketplace sale: over 1,500 products—now 50% off](https://hngamers.com/august-marketplace-sale-over-1500-products-now-50-off/) - This sale is so big, we thought you might want to see a few gems before diving in. Check out some of our personal favorites inside, and enjoy the savings until August 28. - [Humber College draws attention to real issues with Unreal Engine](https://hngamers.com/humber-college-draws-attention-to-real-issues-with-unreal-engine/) - As pioneering creatives continue to embrace game engine technology, Humber College has given students from different disciplines an opportunity to use Unreal Engine to shed light on important issues in our society. - [Move on over to the Universal Render Pipeline with our advanced guide](https://hngamers.com/move-on-over-to-the-universal-render-pipeline-with-our-advanced-guide/) - A new e-book for experienced Unity developers and technical artists to take on the Universal Render Pipeline (URP) is now available. - [How to modify your game on the fly using Game Overrides](https://hngamers.com/how-to-modify-your-game-on-the-fly-using-game-overrides/) - Learn how to modify and make changes to your game at scale without any major code changes or app updates with Unity Game Overrides, powered by Remote Config. Read More games | Unity Technologies Blog - [Getting to grips with Tentacular, Firepunchd’s chaotic kaiju “constructathon”](https://hngamers.com/getting-to-grips-with-tentacular-firepunchds-chaotic-kaiju-constructathon/) - Indie developers Simon Cubasch and Luca Scaramuzzino joined Unity at GDC to discuss the iterative design process behind their slippery VR sandbox game. Read More games | Unity Technologies Blog - [Bramble: The Mountain King is an upcoming horror game inspired by Nordic folklore](https://hngamers.com/bramble-the-mountain-king-is-an-upcoming-horror-game-inspired-by-nordic-folklore/) - The Dimfrost Studio team spoke about their gamedev journey and told us about the development process behind Bramble: The Mountain King, their upcoming story-driven horror adventure inspired by Nordic mythology and being created with Unreal Engine. - [Create stunning product configurators using Unity Forma – without having to code](https://hngamers.com/create-stunning-product-configurators-using-unity-forma-without-having-to-code-2/) - Having never used Unity Forma before, Brett Wissemann brought a submarine configurator to life through months of planning and a passion for 3D. Read More manufacturing | Unity Technologies Blog - [Create stunning product configurators using Unity Forma – without having to code](https://hngamers.com/create-stunning-product-configurators-using-unity-forma-without-having-to-code/) - Having never used Unity Forma before, Brett Wissemann brought a submarine configurator to life through months of planning and a passion for 3D. Read More manufacturing | Unity Technologies Blog - [This Post](https://hngamers.com/this-post/) - [Over 80 Unreal Engine-powered games featured during 2022 summer gaming events](https://hngamers.com/over-80-unreal-engine-powered-games-featured-during-2022-summer-gaming-events/) - Unreal Engine-powered games like The Callisto Protocol, Final Fantasy VII Rebirth, The Plucky Squire, and more were highlighted during Summer Game Fest, Epic Games Store Summer Showcase, The PC Gaming Show, and more. - [Losci eliminates the guesswork of space optimization with digital twins](https://hngamers.com/losci-eliminates-the-guesswork-of-space-optimization-with-digital-twins/) - Winner of the Unity Awards 2021 Best project in Architecture, Engineering, & Construction (AEC), losci is changing the way people analyze and understand spaces. Learn how the company employed Unity to build a digital twin of an arcade in order to streamline the space optimization process. Read More aec | Unity Technologies Blog - [See the top Unreal Engine projects from The Rookie Awards 2022!](https://hngamers.com/see-the-top-unreal-engine-projects-from-the-rookie-awards-2022/) - Fractured memories, cozy cabins, ice monsters—Unreal Engine students left no creative stone unturned during this year’s Rookie Award submissions. See what earned top honors inside. - [Zaha Hadid Architects gives fans what they want with real-time stadium design](https://hngamers.com/zaha-hadid-architects-gives-fans-what-they-want-with-real-time-stadium-design/) - A lot goes into making a stadium feel right. Hear how one of the world’s top architecture firms employed a design/visualization process for China’s upcoming Xi’an International Football Center that ensures maximum fan enjoyment of the venue. - [Setting the vision for Unity DevOps](https://hngamers.com/setting-the-vision-for-unity-devops-2/) - Learn how DevOps tools like Plastic SCM and Cloud Build are evolving to better serve the needs of creators.Learn how DevOps tools like Plastic SCM and Cloud Build are evolving to better serve the needs of creators. - [Setting the vision for Unity DevOps](https://hngamers.com/setting-the-vision-for-unity-devops/) - Learn how DevOps tools like Plastic SCM and Cloud Build are evolving to better serve the needs of creators.Learn how DevOps tools like Plastic SCM and Cloud Build are evolving to better serve the needs of creators. - [How to create player-centric game economies](https://hngamers.com/how-to-create-player-centric-game-economies-2/) - The resources in your game shouldn’t be an afterthought. A well-planned game economy will keep your players coming back for more. Read More games | Unity Technologies Blog - [How to create player-centric game economies](https://hngamers.com/how-to-create-player-centric-game-economies/) - The resources in your game shouldn’t be an afterthought. A well-planned game economy will keep your players coming back for more. Read More games | Unity Technologies Blog - [Animation Curves, the ultimate design lever](https://hngamers.com/animation-curves-the-ultimate-design-lever/) - This is the third blog post by Christo Nobbs in his series for game designers. The series expands on his contributions to The Unity game designer playbook, a 100+ page in-depth guide that instructs game designers how to prototype, craft, and test gameplay in Unity. Links to Christo’s previous blog posts are included at - [Animation Curves, the ultimate design lever](https://hngamers.com/animation-curves-the-ultimate-design-lever-2/) - This is the third blog post by Christo Nobbs in his series for game designers. The series expands on his contributions to The Unity game designer playbook, a 100+ page in-depth guide that instructs game designers how to prototype, craft, and test gameplay in Unity. Links to Christo’s previous blog posts are included at - [Unity Reflect evolves into a suite of purpose-built applications for AEC](https://hngamers.com/unity-reflect-evolves-into-a-suite-of-purpose-built-applications-for-aec/) - Unity Reflect’s suite of products helps you connect BIM data, stakeholders, and every phase of the architecture, engineering, and construction (AEC) lifecycle in one immersive, collaborative real-time platform. See how Unity Reflect Review and Unity Reflect Develop can enable better design reviews and empower your team to create. Read More aec | Unity Technologies Blog - [Unity Reflect evolves into a suite of purpose-built applications for AEC](https://hngamers.com/unity-reflect-evolves-into-a-suite-of-purpose-built-applications-for-aec-2/) - Unity Reflect’s suite of products helps you connect BIM data, stakeholders, and every phase of the architecture, engineering, and construction (AEC) lifecycle in one immersive, collaborative real-time platform. See how Unity Reflect Review and Unity Reflect Develop can enable better design reviews and empower your team to create. Read More aec | Unity Technologies Blog - [The Metaverse Minute: Auggie Awards edition](https://hngamers.com/the-metaverse-minute-auggie-awards-edition-2/) - Each year we keep our eyes peeled to see who will make the AWE’s prestigious Auggie Awards list of finalists, and 2022 boasts a variety of Unity applications that are helping build the metaverse. These products and solutions, nominated by the AR/VR industry, were voted on by the public and will be judged by - [The Metaverse Minute: Auggie Awards edition](https://hngamers.com/the-metaverse-minute-auggie-awards-edition/) - Each year we keep our eyes peeled to see who will make the AWE’s prestigious Auggie Awards list of finalists, and 2022 boasts a variety of Unity applications that are helping build the metaverse. These products and solutions, nominated by the AR/VR industry, were voted on by the public and will be judged by - [Register now for the 2022 Epic MegaJam](https://hngamers.com/register-now-for-the-2022-epic-megajam/) - Registration is now open: check out the full event page, see the prizes, and find resources for the jam. You’ll have just one week to make the most incredible game project in Unreal Engine based on the given theme, working alone or with a team of up to five members. - [Register now for the 2022 Epic MegaJam](https://hngamers.com/register-now-for-the-2022-epic-megajam/) - Registration is now open: check out the full event page, see the prizes, and find resources for the jam. You’ll have just one week to make the most incredible game project in Unreal Engine based on the given theme, working alone or with a team of up to five members. - [New real-time demo, Lion: Unity Art Tools in action and the future of Wētā Digital for RT3D](https://hngamers.com/new-real-time-demo-lion-unity-art-tools-in-action-and-the-future-of-weta-digital-for-rt3d/) - Experience our latest real-time demo, Lion, which brings artist tools from Wētā Digital, Ziva, SpeedTree, SyncSketch, and the Unity Editor together for the first time. - [Customizing performance metrics in the Unity Profiler](https://hngamers.com/customizing-performance-metrics-in-the-unity-profiler/) - Optimizing your application requires being able to accurately measure how your project consumes hardware resources. Extending the Unity Profiler with your own performance metrics enables you to better understand your application’s unique performance story. In this post, we will cover new Profiler extensibility features in Unity 2021 LTS. - [Creating the Unreal dystopian surrealism and biomechanical horrors of Scorn](https://hngamers.com/creating-the-unreal-dystopian-surrealism-and-biomechanical-horrors-of-scorn/) - Ebb Software discusses how the dystopian surrealism of artist Zdzisław Beksiński and biomechanical horrors of H.R. Giger became a natural fit for Scorn. - [Creating the future of version control: A call for beta users](https://hngamers.com/creating-the-future-of-version-control-a-call-for-beta-users-2/) - Last month, we shared our vision for the future of Unity’s DevOps solutions. At its core is Plastic SCM – the foundation of our plans and investments to scale with DevOps services and improve collaboration among teams of any size. Get the details on our latest developments as part of the Plastic web experience. - [Creating the future of version control: A call for beta users](https://hngamers.com/creating-the-future-of-version-control-a-call-for-beta-users/) - Last month, we shared our vision for the future of Unity’s DevOps solutions. At its core is Plastic SCM – the foundation of our plans and investments to scale with DevOps services and improve collaboration among teams of any size. Get the details on our latest developments as part of the Plastic web experience. - [Detecting performance bottlenecks with Unity Frame Timing Manager](https://hngamers.com/detecting-performance-bottlenecks-with-unity-frame-timing-manager-2/) - Creating a standout experience that runs smoothly on a variety of devices and platforms can be extremely challenging. That’s why we continue to refine our tools for optimization across the board, such as our improved Frame Timing Manager. Read on to discover how the Unity 2022.1 update provides enhanced platform support for this feature, enabling you to collect more data than previously possible. - [Detecting performance bottlenecks with Unity Frame Timing Manager](https://hngamers.com/detecting-performance-bottlenecks-with-unity-frame-timing-manager/) - Creating a standout experience that runs smoothly on a variety of devices and platforms can be extremely challenging. That’s why we continue to refine our tools for optimization across the board, such as our improved Frame Timing Manager. Read on to discover how the Unity 2022.1 update provides enhanced platform support for this feature, enabling you to collect more data than previously possible. - [Unity Reflect Review adds marker-based AR, presentation mode, and guest users](https://hngamers.com/unity-reflect-review-adds-marker-based-ar-presentation-mode-and-guest-users/) - The new version of Unity Reflect Review makes it easier to share and access models with project stakeholders and improves large model performance by up to 10 times. Read More aec | Unity Technologies Blog - [Unity Reflect Review adds marker-based AR, presentation mode, and guest users](https://hngamers.com/unity-reflect-review-adds-marker-based-ar-presentation-mode-and-guest-users-2/) - The new version of Unity Reflect Review makes it easier to share and access models with project stakeholders and improves large model performance by up to 10 times. Read More aec | Unity Technologies Blog - [Three ways the current paradigm shifts in technology are shaping the future of industry](https://hngamers.com/three-ways-the-current-paradigm-shifts-in-technology-are-shaping-the-future-of-industry/) - Unprecedented challenges call for innovative, efficient, and resilient solutions. Industries are rapidly embracing next-generation technologies to enable them to move beyond physical assets and in-person engagement to train employees and design, manufacture, market, sell and repair their products or services. Read More manufacturing | Unity Technologies Blog - [Three ways the current paradigm shifts in technology are shaping the future of industry](https://hngamers.com/three-ways-the-current-paradigm-shifts-in-technology-are-shaping-the-future-of-industry-2/) - Unprecedented challenges call for innovative, efficient, and resilient solutions. Industries are rapidly embracing next-generation technologies to enable them to move beyond physical assets and in-person engagement to train employees and design, manufacture, market, sell and repair their products or services. Read More manufacturing | Unity Technologies Blog - [‘Screens are the new horsepower’: Leading luxury auto brand innovates with Unity](https://hngamers.com/screens-are-the-new-horsepower-leading-luxury-auto-brand-innovates-with-unity/) - Unity is partnering with Mercedes-Benz AG to power the infotainment domain of its new operating system, which will roll out across its vehicle portfolio. The first vehicles running MB.OS and Unity hit the road in 2024. Read More manufacturing | Unity Technologies Blog - [Metaverse Minute: Nine women who are building the metaverse](https://hngamers.com/metaverse-minute-nine-women-who-are-building-the-metaverse/) - Despite the efforts of many forward-thinking organizations, women are still severely underrepresented in technological fields. In honor of Women’s History Month, this Metaverse Minute features nine stories of wonder women building Web3 and the Metaverse. Find out how they #BreakTheBias (this year’s theme for International Women’s Day) in moving us toward a gender-equal world - [Diversity, interactivity, accessibility: How three studios approach impactful game design](https://hngamers.com/diversity-interactivity-accessibility-how-three-studios-approach-impactful-game-design/) - Soft Not Weak, Kitfox Games, and Tribe Games share how they create meaningful experiences that resonate with players. Read More games | Unity Technologies Blog - [Build your live game in a single modular platform with Unity Gaming Services](https://hngamers.com/build-your-live-game-in-a-single-modular-platform-with-unity-gaming-services/) - Unity Gaming Services (UGS) has graduated out of beta with tools that help developers tackle the challenges of building a live game. Read More games | Unity Technologies Blog - [Material Variants: The solution for managing complex material libraries](https://hngamers.com/material-variants-the-solution-for-managing-complex-material-libraries/) - Ever wanted to automatically apply changes from one material to multiple others? Or to reuse a Base Material for local tweaks? In Unity 2022.1, we’re introducing a concept similar to Prefabs, compatible with all render pipelines, to manage Material Variants in the Editor. Read More games | Unity Technologies Blog - [Behind the scenes of Subway Surfers: A Q&A with SYBO](https://hngamers.com/behind-the-scenes-of-subway-surfers-a-qa-with-sybo/) - How do two students’ dreams become a three-billion-download reality? Ten years ago, SYBO released what grew to be the defining game of the endless runner genre: Subway Surfers. With a million downloads in its first three days and 100 million downloads in the eight months that followed, SYBO jumped onto a bullet train – - [Inspired by Kurosawa samurai films, Trek to Yomi is one of the most visually striking games of the year](https://hngamers.com/inspired-by-kurosawa-samurai-films-trek-to-yomi-is-one-of-the-most-visually-striking-games-of-the-year/) - Find out how Flying Wild Hog used Unreal Engine to create a fun samurai action game that emulates the art style of classic Akira Kurosawa movies. From complex camera moves to time-reversed FX, Trek to Yomi was no ordinary project. - [Unlock the power of machine learning to build breathtaking worlds](https://hngamers.com/unlock-the-power-of-machine-learning-to-build-breathtaking-worlds/) - Procedural Worlds recently brought Gaia into Intel’s Game Dev AI Toolkit. See how it can support your next AI endeavor. - [Customize your memory use with Unity 2021 LTS](https://hngamers.com/customize-your-memory-use-with-unity-2021-lts/) - One of our priorities is improving Unity for game studios working on larger projects. As a part of this effort, Unity 2021 LTS now lets you customize how memory is allocated. - [Featured free Marketplace content—August 2022](https://hngamers.com/featured-free-marketplace-content-august-2022/) - Build an RPG, connect Unreal Engine to MySQL, or tee up some cartoon water—there’s lots of great project starters in this month’s free content drop. - [SUBARU harnesses the power of VR for user research](https://hngamers.com/subaru-harnesses-the-power-of-vr-for-user-research/) - By replacing their existing user research process with a VR-based one, SUBARU has reduced costs and time in design development. But more than this, they’ve discovered a way to understand user preferences far more accurately than possible using conventional methods. - [Understanding Unity’s serialization language, YAML](https://hngamers.com/understanding-unitys-serialization-language-yaml/) - Did you know that you can edit any kind of asset without the hassle of dealing with serialization languages like XML or JSON in the Unity Editor? While this works most of the time, however, there are some instances where you must modify your files directly. Think of merge conflicts or files being corrupted as examples. That’s why, in this blog post, we will further unpack Unity’s serialization system, and share use cases of what can be achieved by modifying Asset files directly. - [UI Toolkit at runtime: Get the breakdown](https://hngamers.com/ui-toolkit-at-runtime-get-the-breakdown/) - UI Toolkit is a collection of features, resources, and tools made for developing user interfaces and Editor extensions. First introduced as UI Elements, UI Toolkit offers a retained-mode UI framework to facilitate the development of custom UI for Unity Editor extensions. - [Metaverse Minute: Reimagining summertime travel](https://hngamers.com/metaverse-minute-reimagining-summertime-travel/) - It’s July, which means it is time for summer holidays! We hope you’re reading this edition of the Metaverse Minute from the beach with a piña colada, but if you’re not, we have some options for you. Here are four ways to travel with Unity. Read More manufacturing | Unity Technologies Blog - [Evil Dead: The Game leverages its film and TV roots to great success](https://hngamers.com/evil-dead-the-game-leverages-its-film-and-tv-roots-to-great-success/) - Developer Saber Interactive pulled everything from characters and enemies to lighting and visual tone from the famed films and TV shows. - [Vivox: Bringing player comms to everyone, everywhere](https://hngamers.com/vivox-bringing-player-comms-to-everyone-everywhere/) - Vivox, the leading player comms solution for games, now offers self-serve functionality and new, mobile-optimized features. This means more ways for your players to connect, collaborate, and communicate. Read More games | Unity Technologies Blog - [How to A/B test game difficulty with UGS Use Cases](https://hngamers.com/how-to-a-b-test-game-difficulty-with-ugs-use-cases/) - Perfecting your game’s design can be difficult when you can’t see how your players interact with it. By doing A/B testing, you can make design decisions based on how your players really play the game. Read More games | Unity Technologies Blog - [How Norconsult improves collaboration with Unity Reflect Review and Quest 2](https://hngamers.com/how-norconsult-improves-collaboration-with-unity-reflect-review-and-quest-2/) - Unity Reflect Review is now available on Meta Quest 2 to unlock the power of virtual reality (VR), creating a fully immersive viewing environment to interact and contextualize 3D data. Read More aec | Unity Technologies Blog ## Pages - [Home](https://hngamers.com/) - HNGamers: Your hub for Unity development, 3D printing miniatures, and software, compute and networking solutions. Unleash creativity, explore tech. - [Atavism Chat](https://hngamers.com/atavism-chat/) - [Checkout](https://hngamers.com/checkout-2/) - [Cart](https://hngamers.com/cart-2/) - [Instructor Registration](https://hngamers.com/instructor-registration/) - [Student Registration](https://hngamers.com/student-registration/) - [Dashboard](https://hngamers.com/dashboard-2/) - [porcupine](https://hngamers.com/porcupine/) - [porcupine_generator] - [Atavism Game Mechanics Calculator](https://hngamers.com/atavism-game-mechanics-calculator/) - [game_mechanics_calculator] - [Agis Compiler](https://hngamers.com/agis-compiler/) - [agis_compiler] - [UnityVerify](https://hngamers.com/unityverify/) - Thank You for Purchasing Our Product! Please insert your Unity invoice below to obtain access to server-side components. [unity_invoice_verifier] - [Atavism Ai Interaction System](https://hngamers.com/atavism-ai-interaction-system/) - Extending Atavism with Ai [zephyr_project id='12'] - [Public Projects](https://hngamers.com/public-projects/) - Most of the projects are free and open source and done with there is time allowed. Want to see a project completed faster? Donate towards that project to help push it along. All projects [zephyr_project public="true"] - [Projects](https://hngamers.com/projects/) - [Delta Calculator](https://hngamers.com/delta-calculator/) - [delta_simulator] - [Print Calculator](https://hngamers.com/print-calculator/) - Discover HNGamers Print Cost Calculator, a WordPress plugin for 3D print jobs. Estimate filament, worker, maintenance costs, and apply retail and Etsy markups. - [Request Warranty](https://hngamers.com/my-account/request-warranty/) - [warranty_request] - [My Orders](https://hngamers.com/my-orders/) - [dokan-my-orders] - [Store List](https://hngamers.com/store-listing/) - [dokan-stores] - [Instructor](https://hngamers.com/instructor/) - [learn_press_single_instructor] - [Instructors](https://hngamers.com/instructors/) - [learn_press_instructors] - [LP Checkout](https://hngamers.com/lp-checkout/) - [LP Checkout](https://hngamers.com/lp-checkout-3/) - [All Courses](https://hngamers.com/all-courses/) - [About us](https://hngamers.com/about-us/) - HNGamers history - [Profile](https://hngamers.com/lp-profile/) - [learn_press_profile] - [Refund and Returns Policy](https://hngamers.com/refund_returns/) - Overview Our refund and returns policy lasts 30 days. If 30 days have passed since your purchase, we can’t offer you a full refund or exchange. To be eligible for a return, your item must be unused and in the same condition that you received it. It must also be in the original packaging. Several - [Profile](https://hngamers.com/lp-profile-2/) - [learn_press_profile] - [Support and Thank you](https://hngamers.com/support-and-thank-you/) - Thank you for stopping by our site, checking out this tutorial and checking out this support page. You can thank the developer in many ways, pick one below! Store Shop in the HNG Store. Patreon https://www.patreon.com/hngamers Paypal Me https://www.paypal.com/paypalme/thevisad Buy me a coffee https://www.buymeacoffee.com/thevisad Click an ad, buy something Our ads support the site and - [Cookie Policy](https://hngamers.com/cookie-policy/) - COOKIE POLICY Last updated September 16, 2022 This Cookie Policy explains how HNGamers ("Company", "we", "us", and "our") uses cookies and similar technologies to recognize you when you visit our websites at https://hngamers.com, ("Websites"). It explains what these technologies are and why we use them, as well as your rights to control our use of - [Privacy Policy](https://hngamers.com/privacy-policy/) - PRIVACY NOTICE Last updated February 01, 2022 This privacy notice for HNGamers ("Company," "we," "us," or "our"), describes how and why we might collect, store, use, and/or share ("process") your information when you use our services ("Services"), such as when you: Visit our website at https://hngamers.com, or any website of ours that links to this - [Term Conditions](https://hngamers.com/term-conditions/) - TERMS AND CONDITIONS Last updated April 01, 2021 TABLE OF CONTENTS 1. AGREEMENT TO TERMS 2. INTELLECTUAL PROPERTY RIGHTS 3. USER REPRESENTATIONS 4. USER REGISTRATION 5. PROHIBITED ACTIVITIES 6. USER GENERATED CONTRIBUTIONS 7. CONTRIBUTION LICENSE 8. GUIDELINES FOR REVIEWS 9. MOBILE APPLICATION LICENSE 10. SOCIAL MEDIA 11. SUBMISSIONS 12. THIRD-PARTY WEBSITE AND CONTENT 13. ADVERTISERS - [Homepage](https://hngamers.com/homepage/) - HNGamers - Expand your Knowledge - [User Account](https://hngamers.com/user-account/) - [wp_event_account] - [Reset Password](https://hngamers.com/reset-password/) - [wp_event_reset_password] - [Forgot Password](https://hngamers.com/forgot-password/) - [wp_event_forgot_password] - [User Login](https://hngamers.com/user-login/) - [wp_event_login] - [User Register](https://hngamers.com/user-register/) - [wp_event_register] - [Shop](https://hngamers.com/shop/) - [Donor Dashboard](https://hngamers.com/donor-dashboard/) - [Donation Failed](https://hngamers.com/donation-failed/) - We're sorry, your donation failed to process. Please try again or contact site support. - [Donation Confirmation](https://hngamers.com/donation-confirmation/) - [give_receipt] - [Knowledge Base](https://hngamers.com/knowledge-base-2/) - [epkb-knowledge-base id=1] - [Become instructors](https://hngamers.com/become-instructors/) - [All Courses](https://hngamers.com/lp-courses/) - [Become a teacher](https://hngamers.com/become-a-teacher/) - Teach your way Pellentesque libero tortor, tincidunt et, tincidunt eget, semper nec, quam. Pellentesque egestas, neque sit amet convallis pulvinar, justo nulla eleifend augue, ac auctor orci leo non est. Praesent ac sem eget est egestas volutpat. Cras ultricies mi eu turpis hendrerit fringilla curabitur nisi. Inspire learners Aliquam lorem ante, dapibus in, viverra quis, - [Search members](https://hngamers.com/search-members/) - [Dashboard](https://hngamers.com/dashboard/) - [Swipe Members](https://hngamers.com/swipe-members/) - [Knowledge Base](https://hngamers.com/knowledge-base/) - [epkb-knowledge-base id=1] - [Groups](https://hngamers.com/groups/) - [Register](https://hngamers.com/register/) - [Activate](https://hngamers.com/activate/) - [Become A Teacher](https://hngamers.com/lp-become-a-teacher/) - [All Courses](https://hngamers.com/courses/) - [Activity](https://hngamers.com/activity/) - [Members](https://hngamers.com/members/) - [Sample Page](https://hngamers.com/sample-page/) - This is an example page. It's different from a blog post because it will stay in one place and will show up in your site navigation (in most themes). Most people start with an About page that introduces them to potential site visitors. It might say something like this: Hi there! I'm a bike messenger - [Activate](https://hngamers.com/activate-2/) - [Groups Directory](https://hngamers.com/groups-directory-2/) - [Groups Directory](https://hngamers.com/groups-directory/) - [Members Directory](https://hngamers.com/members-directory/) ## Products - [Atavism Web Portal – Complete MMO Server Management & Community Platform](https://hngamers.com/product/atavism-web-portal-complete-mmo-server-management-community-platform/) - All-in-one web portal for Atavism MMO servers. Manage players, characters, guilds, stores, quests, live maps, helpdesk, forums, and a full website builder. - [Atavism Item to WooCommerce Plugin - Offline](https://hngamers.com/product/atavism-item-to-woocommerce-plugin-offline/) - Elevate your gaming eCommerce with the "HNGamers Atavism Item to WooCommerce Plugin". Seamlessly integrate Atavism game items into your WooCommerce store, enriched with AI-driven descriptions from ChatGPT. Experience effortless synchronization, dynamic inventory management, and captivating, unique product narratives that engage your gaming audience. Ideal for game developers and online store owners seeking to merge the virtual and retail worlds. - [Atavism Store Integration - Unlimited - Offline Version](https://hngamers.com/product/atavism-store-integration-unlimited-offline-version/) - The Atavism Store Integration plugin bridges the gap between WooCommerce and the Atavism Online gaming engine, allowing configuration of store items and sending items to the players' ingame. - [Atavism Item to WooCommerce Plugin](https://hngamers.com/product/hngamers-atavism-item-to-woocommerce-plugin/) - Elevate your gaming eCommerce with the "HNGamers Atavism Item to WooCommerce Plugin". Seamlessly integrate Atavism game items into your WooCommerce store, enriched with AI-driven descriptions from ChatGPT. Experience effortless synchronization, dynamic inventory management, and captivating, unique product narratives that engage your gaming audience. Ideal for game developers and online store owners seeking to merge the virtual and retail worlds. - [Atavism Mob Customizer – Randomly Customize Mobs](https://hngamers.com/product/atavism-mob-customizer/) - Streamline mob creation with Mob Customizer. Randomly customize mobs on-the-fly, reducing database entries and enhancing gameplay. Easy integration for seamless game play. - [HNGamers XSolla Woocommerce Gateway](https://hngamers.com/product/atavism-store-woocommerce-xsolla-gateway/) - Elevate your WooCommerce store with the robust and versatile HNGamers Xsolla WooCommerce Gateway Plugin, now available for up to 1000 users. This plugin integrates the comprehensive payment processing capabilities of Xsolla into your WooCommerce site, offering a wide range of payment options, enhanced security, and an intuitive user interface. Perfect for large-scale online retailers and marketplaces. - [Atavism Store Integration - 10000 users](https://hngamers.com/product/atavism-store-integration-10000-users/) - The Atavism Store Integration plugin bridges the gap between WooCommerce and the Atavism Online gaming engine, allowing configuration of store items, sending items to the players' inbox, and limiting email sending to subscribers. - [Atavism Store Integration - 25000 users](https://hngamers.com/product/atavism-store-integration-25000-users/) - The Atavism Store Integration plugin bridges the gap between WooCommerce and the Atavism Online gaming engine, allowing configuration of store items and sending items to the players' ingame. - [Atavism Store Integration - 1000 Users](https://hngamers.com/product/atavism-store-integration/) - The Atavism Store Integration plugin is designed to bridge the gap between WooCommerce and the Atavism Online gaming engine, allowing configuration of items in the store that can be purchased by users, with the Atavism Core plugin required for loading the menu items. It also requires Ioncube loaders and is licensed by the number of - [Atavism Store Integration - 5000 users](https://hngamers.com/product/atavism-store-integration-5000-users/) - The Atavism Store Integration plugin bridges the gap between WooCommerce and the Atavism Online gaming engine, allowing configuration of store items, sending items to the players' inbox, and limiting email sending to subscribers. - [Unity - Custom Development](https://hngamers.com/product/unity-custom-development/) - Unity - Custom Development offers specialized programming services tailored to the specific needs of your project, whether you're part of the Atavism community or not. Our team of expert developers brings your vision to life, utilizing the powerful Unity engine to create immersive and dynamic experiences. This service is ideal for those who require custom - [IAP Storefront for Atavism MMO Engine](https://hngamers.com/product/hngamers-atavism-unity-store/) - Enhance your Unity game with a customizable in-game store plugin. Features PayPal integration, dynamic carts, secure transactions, and seamless Atavism MMO support. - [Atavism Abilities Test System](https://hngamers.com/product/atavism-abilities-test-system/) - Boost your Unity development with the Atavism Abilities Test System an editor tool for testing abilities, mobs, and visual effects in Atavism MMORPG projects. - [Project Share: Create Project access](https://hngamers.com/product/project-share-create-project-access/) - [Project Share: Create Private Project access](https://hngamers.com/product/project-share-create-private-project-access/) - [Atavism Goblin Synty War Camp Project](https://hngamers.com/product/atavism-goblin-synty-war-camp-project/) - [Project: Share Server/Client](https://hngamers.com/product/project-share-server-client/) - Introducing our comprehensive Unity Editor Extension—a robust solution designed to revolutionize project and asset management within the Unity development environment. This extension seamlessly integrates into the Unity Editor, providing developers with an intuitive interface to create, manage, and share projects and assets without ever leaving Unity. Effortless Project Creation and Management With this extension, creating - [HNGamers Atavism Unity Store 5000 User Licenses](https://hngamers.com/product/hngamers-atavism-unity-store-5000-user-licenses/) - This is only a license for 5000 CCU, there is no software in this package. Software Description Enhance your Unity game with the Unity Web Store Loader Plugin, an all-in-one solution for integrating a robust and dynamic store into your Unity project. This plugin is designed to work seamlessly with the Atavism MMO engine, - [HNGamers Atavism Unity Store 1000 User Licenses](https://hngamers.com/product/hngamers-atavism-unity-store-1000-user-licenses/) - This is only a license for 1000 CCU, there is no software in this package. Software Description Enhance your Unity game with the Unity Web Store Loader Plugin, an all-in-one solution for integrating a robust and dynamic store into your Unity project. This plugin is designed to work seamlessly with the Atavism MMO engine, - [Expert IT Consulting Services](https://hngamers.com/product/expert-it-consulting-services/) - Maximize your business's potential with our Expert IT Consulting Services. Specializing in full stack development, Linux and Windows security at FIPS 140-2 and DoD security levels, and Unity development, we offer tailored consulting hours to guide your technology projects to success. Our team of seasoned IT professionals is dedicated to providing comprehensive, customized solutions that meet your specific needs, ensuring your projects are secure, efficient, and innovative. Elevate your operations and secure your digital assets with our premier consulting services. - [Atavism Package Bundle](https://hngamers.com/product/atavism-package-bundle/) - The Atavism Package Bundle is designed for game developers and online store owners seeking a robust solution to integrate Atavism game items into their WooCommerce stores. This bundle combines several essential plugins and services that work together seamlessly to provide a comprehensive and efficient eCommerce experience. By leveraging these tools, you can enhance your store’s functionality, streamline management processes, and deliver a captivating shopping experience to your gaming community. - [Atavism Wordpress Installation](https://hngamers.com/product/atavism-wordpress-installation/) - Get the Atavism User Authentication service installed and configured on your Wordpress site with this installation and configuration product. - [Atavism Store Integration Developer Edition](https://hngamers.com/product/atavism-store-integration-developer-edition/) - This is a store integration that allows you to connect your game server and your web store page, allowing items to be sent to the characters in game. This plugin requires IonCube to function. This is a free 20 Game user license that allows developers to access the game servers and send items to themselves - [Atavism Auth Server Installation](https://hngamers.com/product/atavism-auth-server-setup/) - This provides .5 hours of installation time for the setup and configuration of the Atavism User Authentication service. - [Atavism Linux WordPress Installation](https://hngamers.com/product/atavism-linux-wordpress-installation/) - This bundle provides an Atavism Linux server and Wordpress installation. It will also include the Auth services installed into Wordpress. Since it comes with multiple packages and this allows easier installation and configuration, there is a small discount included. A server is not provided for this purpose, you will use your own server for this. - [Atavism Windows Services - Easily Run Your Atavism MMO Game Engine Server on Windows](https://hngamers.com/product/atavism-windows-services-easily-run-your-atavism-mmo-game-engine-server-on-windows/) - Manage and run your Atavism MMO game engine server on a Windows machine with Atavism Windows Services. - [Atavism WooCommerce Store Plugin Installation - Professional Support Services](https://hngamers.com/product/atavism-woocommerce-store-plugin-installation-professional-support-services/) - Get professional installation assistance for the Atavism Store Plugin with up to 0.5 hours of support. Includes Ioncube Loader installation and plugin implementation. - [Atavism Linux Server - Auth Installation](https://hngamers.com/product/atavism-linux-server-auth-installation/) - This bundle provides an Atavism Linux server installation and Auth installation on your current version of Wordpress. Since it comes with multiple packages and this allows easier installation and configuration, there is a small discount included. Server is not provided for this purpose, you will use your own server for this. Required: Wordpress Login Game - [Windows and Linux Server Configuration](https://hngamers.com/product/windows-and-linux-server-configuration/) - Get up to 1 hour of Windows and Linux support from HNGamers for server stand up, repair service, installation service, repair hosting, networking, and Bash Scripting. - [Harvester – A Complete Resource Harvesting System for Unity](https://hngamers.com/product/unity-harvesting-stand-alone/) - The Harvester is a C# class designed for Unity game development providing a complete solution for harvesting resources. - [Atavism WooCommerce Store Plugin Installation - Professional Support Services](https://hngamers.com/product/atavism-woocommerce-store-installation/) - Get professional installation assistance for the Atavism Store Plugin with up to 0.5 hours of support. Includes Ioncube Loader installation and plugin implementation. - [Atavism Linux Server - Auth Installation](https://hngamers.com/product/atavism-linux-server-auth-bundle/) - This bundle provides an Atavism Linux server installation and Auth installation on your current version of Wordpress. Since it comes with multiple packages and this allows easier installation and configuration, there is a small discount included. Server is not provided for this purpose, you will use your own server for this. Required: Wordpress Login Game - [Atavism Linux WordPress Installation](https://hngamers.com/product/atavism-linux-server-bundle/) - This bundle provides an Atavism Linux server and Wordpress installation. It will also include the Auth services installed into Wordpress. Since it comes with multiple packages and this allows easier installation and configuration, there is a small discount included. A server is not provided for this purpose, you will use your own server for this. - [Windows and Linux Server Configuration](https://hngamers.com/product/linux-server-configuration/) - Get up to 1 hour of Windows and Linux support from HNGamers for server stand up, repair service, installation service, repair hosting, networking, and Bash Scripting. - [Atavism Server Installation & Configuration](https://hngamers.com/product/atavism-server-setup/) - Atavism Server Installation & Configuration is a one-hour service package to install, configure and secure a server and its related components. ## Courses - [Unity](https://hngamers.com/courses/unity/) - Unlock the power of Unity by mastering processes in this comprehensive course. Learn to streamline workflows, optimize performance, and bring your visions to life. - [Atavism Backup](https://hngamers.com/courses/atavism-backup/) - This Addon is designed to work with X.6 and above and allows you to create point in time backups of your files and databases directly within your Unity Client. This addon adds additional dlls to support the backup process with in the package. It also updates 1 script and the mysql data connector within Atavism. - [Atavism Share](https://hngamers.com/courses/atavism-share/) - Atavism share is a new tool designed to allow sharing of game assets and database files for those assets. The tool processes the selected items, packaging them in a single Unity Package allowing easy sharing of assets. This can then be shared via any method, with another Atavism user. The package can be imported, the - [Ambient Sounds WAPI Integration](https://hngamers.com/courses/ambient-sounds-wapi-integration/) - This integration allows you to take the values from WAPI and have it integrate with the Ambient Sounds system from Procedural Worlds. - [Atavism Offset System](https://hngamers.com/courses/atavism-offset-system/) - This course goes over the Atavism mob interaction system, also known as the Offset system. This was designed as a way to have the mob display outside of the game, be able to modify the equipment for that character and save the items all without hitting play. - [Atavism IK Handling](https://hngamers.com/courses/atavism-ik-handling/) - Welcome to the introduction of the Atavism IK (Inverse Kinematics) Handling course. This course is designed to provide Atavism users with comprehensive knowledge on implementing and optimizing the free IK handling script that is offered. This system provides a more immersive and accurate visual representation of characters and their interactions within the game environment. What - [Atavism Wordpress CMS](https://hngamers.com/courses/atavism-wordpress-cms/) - Introduction The Atavism Wordpress CMS is a series of Wordpress modules designed to create a method for the Atavism Admins to manage the Atavism MMO Engine on there servers. With this plugin users can verify against the Wordpress database and log in use these accounts. It adds the ability to do subscription verification and also - [Secure Email Delivery: Implementing SPF and DKIM with Postfix](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/) - Course Overview: This course is designed to provide students with a comprehensive understanding of how to implement Sender Policy Framework (SPF) and DomainKeys Identified Mail (DKIM) to improve email security. You will learn how to set up SPF and DKIM on your mail server, create DNS records, configure OpenDKIM, and connect Postfix to OpenDKIM. By - [Ubuntu: Install Wordpress](https://hngamers.com/courses/ubuntu-install-wordpress/) - Ubuntu users, rejoice! Say goodbye to complicated installations and hello to effortless Wordpress setup! - [Introduction to Docker: From Installation to Production](https://hngamers.com/courses/introduction-to-docker-from-installation-to-production/) - Introduction to Docker: From Installation to Production is a comprehensive, hands-on course designed to equip you with a deep understanding of Docker, a leading tool in the realm of containerization and microservices architecture. This course takes you on a journey, starting from the core concepts of containerization, the role Docker plays in today's technology landscape, "Mastering Docker: From Basics to Production" - [Enable post processing in a scene - Atavism](https://hngamers.com/courses/enable-post-processing-in-a-scene-atavism/) - [Managing Atavism Windows Services](https://hngamers.com/courses/managing-atavism-windows-services/) - Unlock Atavism's full potential on Windows with HNGamers' Managed Services. Secure, seamless integration with Java, without admin rights. - [HNGamers XSolla Woocommerce Gateway](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/) - Learn to integrate Xsolla payment gateway in WooCommerce with the HNGamers plugin. Comprehensive guide from setup to execution. - [Project: Share](https://hngamers.com/courses/project-share/) - This is a new File sharing service for Unity. Similar to the Unity Asset Store, this allows you to create projects and add files, folders, prefabs or any other Unity asset into the project for sharing. The system provides authentication for the project owners and had an internal and Wordpress authentication system. A Unity project - [Preparing for Machine Learning with OLLAMA](https://hngamers.com/courses/preparing-your-own-ollama-services/) - Course Overview: This course provides a comprehensive guide to preparing a codebase for machine learning, focusing on using the CodeGenesis model. Participants will learn to manage, preprocess, and optimize code from a software development perspective to enhance machine learning training effectiveness. The course will cover practical skills involving Python scripting, data handling, and machine learning - [IAP Storefront for Atavism MMO Engine](https://hngamers.com/courses/hngamers-atavism-unity-store/) - Master the IAP Storefront for Atavism MMO Engine: Build Your Own In-Game Store Unlock the power of the IAP Storefront for Atavism MMO Engine and transform your Unity game into a fully functional marketplace with this comprehensive tutorial series. Whether you're building an RPG, MMO, or any other game, this course will guide you step by - [Comprehensive World Streamer 2 Setup for Unity](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/) - Master World Streamer 2 Setup for Unity with our detailed course. Optimize and manage large, dynamic Unity worlds efficiently. Enroll now! - [Atavism Tips and Tricks](https://hngamers.com/courses/atavism-tips-and-tricks/) - Below you will find some various tips and tricks in using the Atavism Gaming MMO System. This will be for server and client side of the worlds. - [Character Creator 4](https://hngamers.com/courses/character-creator-4/) - [Truenas Scale](https://hngamers.com/courses/truenas-scale/) - This is the course for anything Truenas Scale related. As we identify ways to adjust and modify Truenas Scale, courses will be placed here. - [Alternative Environment for Atavism](https://hngamers.com/courses/alternative-weather-for-atavism/) - The goal of this tutorial is to provide an alternative environment system that works with Atavism without having to use the CTS shaders to control the weather. While nice, CTS and Gaia 2 (Pro) have a very large shader keyword usage and as such limit project shader usage. This will have better functionality using several - [Atavism Toolbox](https://hngamers.com/courses/atavism-toolbox/) - The Atavism toolbox is a collection of scripts that allow you to process various items and prepare them for Atavism. Designed to speed up the time it takes to generate your Atavism items, you can utilize these scripts to generate variants and prefabs with material variations. Then generate your icons, and finally, save the items - [Atavism Linux Server Install – Secured](https://hngamers.com/courses/atavism-linux-server-install/) - This tutorial will cover installation of Atavism X.2.1 into Ubuntu 20.04, but should cover the installation of any version of Atavism you may require to install. As of 2023 the current version is X.7 with X.8 pending release. The server services in this tutorial were provided by OVH https://www.ovhcloud.com/en/vps/ Never run your game - [Atavism Windows Server and Client Setup](https://hngamers.com/courses/atavism-windows-server-and-client-setup/) - This covers the Windows installation of Unity 2019.4.12, Atavism X.2.1, the Atavism Editor and the Atavism Manager. n addition to this, we will configure the private key for secure communications and log into our running server. Stay tuned for further videos on other aspects of Atavism setup, usage and configuration. You can use this for - [Atavism Wordpress Server Install - Secured](https://hngamers.com/courses/atavism-wordpress-server-install/) - This tutorial will cover installation of Wordpress to connect to your Atavism game server both locally and remote. We configure this with Ubuntu 20.04, but this guide should cover the installation of any version of Ubuntu you may wish to use in the future. The server services in this tutorial were provided by OVH - [Atavism Wordpress Integration](https://hngamers.com/courses/atavism-wordpress-integration/) - This tutorial will provide you detailed information on getting the Atavism Integration by SMZero from the #cms-dev Discord channel activated and working on your machine. It will go through each of the options that are needed to set up the plugin, activate it and use it to authenticate with your users. Please note: the current - [Atavism Linux Server Install](https://hngamers.com/courses/atavism-linux-server-install-2/) - Welcome to this online course, where we will guide you through the process of installing Atavism X.7 on Ubuntu 22.04. While we focus on this specific version, the instructions provided can be easily adapted for other Atavism versions you might need to install. In this tutorial, we'll be using server services provided by OVH (https://www.ovhcloud.com/en/vps/). - [Unity Harvesting](https://hngamers.com/courses/unity-harvesting/) - Introduction The Harvesting System is a modular and extensible tool for procedurally generating and managing resources in virtual environments. It consists of various components such as the Harvester, Harvestable objects, Harvestable Colliders, and Harvestable Masks that work together to simulate the process of harvesting resources. The system also includes features such as network synchronization, real-time - [Atavism Modular Customization](https://hngamers.com/courses/atavism-modular-customization/) - This is an update Welcome to the Atavism Modular Character Customisation designed to handle all of your modular character requirements. This course will step you through how to stand up and use the modular system. This system should support any modular system out there with a few simple steps. Additional support can be added if - [Atavism Online](https://hngamers.com/courses/atavism-online/) - Atavism Online Atavism Online is a cluster of server processes designed to operate within a platform or cloud environment. Atavism servers are developed in Java 8 and a small portion is in Python. All elements are multithreaded, to use the resources of your server with the most efficient way, and provide amazing scalability level. This ## Lessons - [Step 3: Defining Your Game Scene](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/defining-your-game-scene/) - Objective: Determine and set up your primary Game Scene using Atavism's Main Scene, where core elements like UI, Lighting, and World Streamer prefabs reside. Why This Step is Important: The Game Scene acts as the central hub for your game's interactive elements. Properly organizing these components ensures smooth gameplay and effective streaming. By leveraging Atavism's - [Step 4: Adding World Streamer Prefabs to the Game Scene](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/adding-world-streamer-prefabs-to-the-game-scene/) - Objective: Integrate World Streamer 2's essential prefabs into your Game Scene to manage streaming functionalities. Why This Step is Important: These prefabs act as managers for different aspects of world streaming, such as handling colliders, general streaming, and world movement. Proper setup ensures efficient streaming and object management. Detailed Instructions: Locate World Streamer Prefabs: In - [Step 5: Configuring Build Settings with the Game Scene](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/configuring-build-settings-with-the-game-scene/) - Objective: Ensure that your Game Scene is correctly prioritized in the build process by adding it as the first scene in Unity's Build Settings. Why This Step is Important: Unity builds scenes based on their order in the Build Settings. Having your Game Scene first ensures it loads initially, setting up the necessary environment for - [Step 6: Defining Your Work Scene (Optional)](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/defining-your-work-scene-optional/) - Objective: Set up a Work Scene dedicated to building and designing the game world, including terrains, buildings, props, roads, and natural features. Why This Step is Important: Separating the Work Scene from the Game Scene allows for organized development, especially in large projects. It enables focused editing of the environment without interfering with gameplay elements. - [Step 7: Splitting Your Terrains](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/splitting-your-terrains/) - Objective: Divide your terrain into smaller, manageable chunks to optimize streaming and performance using World Streamer 2's Terrain Splitter. Why This Step is Important: Splitting terrains allows for efficient loading and unloading of terrain sections based on the player's location, reducing memory usage and improving performance in large open-world environments. Detailed Instructions: Access World Streamer’s - [Step 8: Creating Low Poly Meshes for Optimized Rendering (Optional)](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/creating-low-poly-meshes-for-optimized-rendering-optional/) - Objective: Generate low-poly representations (imposters) of distant terrains to maintain performance without compromising visual quality. Why This Step is Important: Low-poly meshes reduce the rendering load by replacing detailed terrains with simplified versions when they're far from the camera, ensuring smooth performance in expansive worlds. Detailed Instructions: Ensure Terrains Are Split: Complete Step 7 to - [Step 9: Setting Up Streaming Layers](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/setting-up-streaming-layers/) - Objective: Define distinct streaming rules for various categories of objects (e.g., terrains, buildings, props) by creating streaming layers. Why This Step is Important: Streaming layers allow World Streamer 2 to manage different object types efficiently, applying tailored streaming behaviors based on category-specific needs. Detailed Instructions: Determine Your Streaming Layers: Analyze your game world and categorize - [Step 10: Configuring Streaming Layer Parameters](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/configuring-streaming-layer-parameters/) - Objective: Set specific parameters for each streaming layer to control how and when objects within those layers are loaded and unloaded. Why This Step is Important: Proper configuration ensures that each category of objects behaves optimally, balancing performance with visual fidelity based on their importance and size. Detailed Instructions: Access Streaming Layers Configuration: Open the - [Step 11: Creating Virtual Grids for World Streamer](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/creating-virtual-grids-for-world-streamer/) - Objective: Generate virtual grids that World Streamer 2 uses to manage and stream different scene segments effectively. Why This Step is Important: Virtual grids provide a structured framework for World Streamer to determine which scenes to load or unload based on the player's position, enhancing streaming efficiency and world management. Detailed Instructions: Access Scene Manager: - [Step 12: Generating Scene Objects from the Virtual Grid](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/generating-scene-objects-from-the-virtual-grid/) - Objective: Create scene objects that reside on disk and can be loaded additively by World Streamer 2 based on the virtual grid. Why This Step is Important: Generating these scenes allows World Streamer to manage loading and unloading of different world segments seamlessly, enhancing performance and player experience in large environments. Detailed Instructions: Ensure Virtual - [Step 13: Manually Populating WorldStreamer Prefabs Z(If Needed)](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/manually-populating-worldstreamer-prefabs/) - Objective: Resolve the Add scene collection manager error by manually assigning Scene Collection Managers to the _Streamer prefab. Why This Step is Important: Properly associating Scene Collection Managers ensures that World Streamer can manage streaming layers effectively, preventing errors and ensuring smooth gameplay. Detailed Instructions: Identify the Error: If you see an error message like - [Step 14: Configuring Scene Collection Managers' Parameters](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/configuring-scene-collection-managers-parameters/) - Objective: Set priority levels and parallel loading capacities for each Scene Collection Manager to optimize streaming behavior. Why This Step is Important: Properly configuring these parameters ensures that critical objects (like terrains) load first, and less important objects load subsequently without overwhelming the system. Detailed Instructions: Locate Scene Collection Managers: In the Hierarchy, find all - [Step 15: Defining Loading Ranges for Streaming Layers](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/defining-loading-ranges-for-streaming-layers/) - Objective: Set the distances at which different streaming layers begin loading objects, tailoring loading behaviors to your game's specific requirements. Why This Step is Important: Loading ranges determine how far from the player objects are loaded, balancing performance and visual quality. Proper ranges prevent unnecessary loading of distant objects, optimizing resource usage. Detailed Instructions: Access - [Step 16: Adding Streaming Scenes to Build Settings](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/adding-streaming-scenes-to-build-settings/) - Objective: Ensure that all streaming scenes generated by World Streamer 2 are included in Unity's Build Settings, allowing them to be packaged with your game. Why This Step is Important: For World Streamer to load scenes at runtime, they must be part of the build. Adding them to the Build Settings ensures they are accessible - [Step 17: Setting Up Collider Streaming for Interiors](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/setting-up-collider-streaming-for-interiors/) - Objective: Manage the loading of interior components within buildings to optimize memory usage by loading them only when needed. Why This Step is Important: Loading all interior objects simultaneously with the exterior can lead to high memory consumption. Using collider streaming ensures that interiors load dynamically as players approach, enhancing performance and resource management. Detailed - [Step 18: Adding Collider Zones/Interiors to Streaming Layers](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/adding-collider-zones-interiors-to-streaming-layers/) - Objective: Integrate collider-based interior scenes into the streaming layers, ensuring they are managed correctly by World Streamer 2. Why This Step is Important: Including interior scenes in streaming layers allows for seamless loading and unloading based on player proximity, maintaining performance while providing dynamic environments. Detailed Instructions: Access Scene Manager: Navigate to: Tools > Nature - [Step 19: Setting Up the Lighting Manager](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/setting-up-the-lighting-manager/) - Objective: Finalize the World Streamer 2 setup by configuring the Lighting Manager to handle dynamic lighting across streamed scenes. Why This Step is Important: Proper lighting management ensures that streamed scenes have consistent and accurate lighting, enhancing visual quality and player immersion. Detailed Instructions: Access the Lighting Manager: In the Hierarchy, locate and select the - [Final Steps and Considerations](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/final-steps-and-considerations/) - Optional Cleanup (If Using a Single Scene): If you've followed the tutorial by incorporating everything within a single Game Scene instead of separating into Work and Game Scenes, perform the following cleanup to ensure optimal functionality: Delete Redundant Objects: Remove all objects in the Hierarchy that were created during Step 12. These objects are handled - [Notes and Warnings About Using World Streamer with Other Tools](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/notes-and-warnings-about-using-world-streamer-with-other-tools/) - Integration with Digger: Potential Conflicts: Issue: Digger's data is tied to specific terrains. Splitting terrains can disrupt Digger's functionality. Symptom: Unexpected terrain behavior or errors when using Digger after splitting. Recommended Workflow: Change Timing: Make any changes with Digger only after completing at least Step 12. Terrain Setup: Ensure terrains are split before using Digger - [Truenas Scale and OpenProject](https://hngamers.com/courses/truenas-scale/lessons/truenas-scale-and-openproject/) - Step-by-step guide to set up OpenProject on TrueNAS with HTTPS, Certbot SSL, Apache config, and Docker container deployment. - [Why Atavism Windows Managed Services?](https://hngamers.com/courses/managing-atavism-windows-services/lessons/why-atavism-windows-managed-services/) - We explore some of these challenges that administrators and developers often encounter with Linux-based machines. - [Understanding the Service Architecture](https://hngamers.com/courses/managing-atavism-windows-services/lessons/understanding-the-service-architecture/) - Understanding the Service Architecture In the realm of server management and software deployment, understanding the architecture of the service you're working with is crucial. It not only aids in efficient configuration but also ensures that the system runs smoothly and securely. Here, we delve into the service architecture of the Atavism Windows Managed Services by - [System Requirements and Pre-setup](https://hngamers.com/courses/managing-atavism-windows-services/lessons/system-requirements-and-pre-setup/) - [Installation Steps](https://hngamers.com/courses/managing-atavism-windows-services/lessons/installation-steps/) - Lesson 2.2: Installation Steps Setting up Atavism Windows Managed Services using Topshelf is a straightforward process. After extracting the files, you'll need to configure the service appropriately to ensure smooth operation. In this lesson, we'll walk you through the step-by-step process of setting up the AtavismServerManager using Topshelf. Step 1: Extracting the Files Download the - [User Authentication and Security](https://hngamers.com/courses/managing-atavism-windows-services/lessons/user-authentication-and-security/) - [Starting and Stopping the Service](https://hngamers.com/courses/managing-atavism-windows-services/lessons/starting-and-stopping-the-service/) - [Advanced Configuration and Troubleshooting](https://hngamers.com/courses/managing-atavism-windows-services/lessons/advanced-configuration-and-troubleshooting/) - [Database Integration](https://hngamers.com/courses/managing-atavism-windows-services/lessons/database-integration/) - [Interoperability with Atavism Editor](https://hngamers.com/courses/managing-atavism-windows-services/lessons/interoperability-with-atavism-editor/) - [Review and Key Takeaways](https://hngamers.com/courses/managing-atavism-windows-services/lessons/review-and-key-takeaways/) - [Staying Updated and Future Developments](https://hngamers.com/courses/managing-atavism-windows-services/lessons/staying-updated-and-future-developments/) - [About the HNGamers Xsolla WooCommerce Gateway Plugin](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/lessons/about-the-hngamers-xsolla-woocommerce-gateway-plugin/) - HNGamers Xsolla WooCommerce Gateway Plugin designed to integrate Xsolla's payment processing capabilities into your WooCommerce-enabled WordPress site. - [Obtaining the HNGamers Xsolla WooCommerce Gateway Plugin](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/lessons/obtaining-the-plugin/) - Obtaining the HNGamers Xsolla WooCommerce Gateway Plugin and installing the plugin is the first step in enhancing your WooCommerce store with the Xsolla gateway - [Support for the HNGamers Xsolla WooCommerce Gateway Plugin](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/lessons/support-for-the-plugin/) - Support for the HNGamers Xsolla WooCommerce Gateway Plugin is obtained through the Atavism discord channels in https://discord.gg/WAJx6eWUb6 - [Configuring the HNGamers Xsolla WooCommerce Gateway Plugin](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/lessons/configuring-the-plugin/) - Having successfully understood the support mechanisms for the HNGamers Xsolla WooCommerce Gateway Plugin, it's now time to delve into its configuration. - [Activating the HNGamers Xsolla WooCommerce Gateway Plugin](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/lessons/installing-and-activating-the-plugin/) - Now that you have configured your HNGamers Xsolla WooCommerce Gateway Plugin with the necessary settings, the final step is activating it on your website. - [Thank you!](https://hngamers.com/courses/hngamers-xsolla-woocommerce-gateway/lessons/thank-you/) - Course: Implementing the HNGamers Xsolla WooCommerce Gateway Plugin Final Lesson: Thank You and Next Steps Congratulations and Thank You! A Message of Gratitude As you reach the conclusion of the "Master HNGamers Xsolla Gateway for WooCommerce" course, we want to extend our heartfelt thanks to you for choosing our course and for your commitment to - [Setting Up Port Forwarding in Apache: Forwarding HTTPS Port 7199 to HTTP Port 5199](https://hngamers.com/courses/project-share/lessons/forwarding-https-port-7199-to-http-port-5199/) - Objective: By the end of this lesson, you will be able to configure Apache to listen on a new HTTPS port (7199) and forward all traffic to an HTTP service running on port 5199. Prerequisites: Basic understanding of Apache configuration. Access to Apache configuration files. An active HTTP service running on port 5199. Lesson Content: - [Setting Up Port Forwarding in Nginx: Forwarding HTTPS Port 7199 to HTTP Port 5199](https://hngamers.com/courses/project-share/lessons/nginx-forwarding-https-port-7199-to-http-port-5199/) - Objective: By the end of this lesson, you will learn how to configure Nginx to listen on a new HTTPS port (7199) and forward all traffic to an HTTP service running on port 5199. Prerequisites: Basic understanding of Nginx configuration. Access to Nginx configuration files. An active HTTP service running on port 5199. Lesson Content: - [Setting Up Port Forwarding in IIS: Forwarding HTTPS Port 7199 to HTTP Port 5199](https://hngamers.com/courses/project-share/lessons/setting-up-port-forwarding-in-iis-forwarding-https-port-7199-to-http-port-5199/) - Objective: By the end of this lesson, you will learn how to configure IIS (Internet Information Services) to listen on a new HTTPS port (7199) and forward all traffic to an HTTP service running on port 5199. Prerequisites: Basic understanding of IIS configuration. Access to IIS Manager. An active HTTP service running on port 5199. - [Consolidate Your Codebase](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/consolidate-your-codebase/) - [Clean and Preprocess the Code](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/clean-and-preprocess-the-code/) - Cleaning and preprocessing the code is a critical preparatory step in preparing your codebase for training a machine learning model like CodeGenesis. This phase ensures that the data fed into the model is free from irrelevant information and uniformly formatted, which can significantly impact the learning effectiveness and performance of the model. Below, I'll detail - [Tokenize the Code](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/tokenize-the-code/) - Tokenization is a crucial preprocessing step in the pipeline of preparing your code for training a machine learning model. It involves breaking down the code into manageable, understandable units (tokens) that represent syntactically significant pieces of the source code. This allows the machine learning model to effectively learn patterns and features from the code's structure. - [Vectorize the Code](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/vectorize-the-code/) - Vectorization of the code is a critical step in preparing your codebase for machine learning models, specifically in the context of training models like Ollama using the CodeGenesis model. This step involves converting the tokens derived from the code into numerical representations that can be processed by neural networks. Below, I'll detail the actions, methodologies, - [Organize the Data](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/organize-the-data/) - After tokenizing and vectorizing your code, the next step in preparing it for machine learning training, particularly with a model like CodeGenesis, is to organize this data into a structured format that the model can efficiently process. This involves several key actions such as batching, normalization (if applicable), and data storage. Below, I’ll explain how - [Configure Training Environment.](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/configure-training-environment/) - Configuring the training environment is a crucial step in preparing to train machine learning models, particularly sophisticated ones like CodeGenesis. This involves setting up both the hardware and software infrastructures to support efficient model training. Below, I'll guide you through the detailed process of setting up the training environment, focusing on both hardware (like GPUs) - [Model Training](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/model-training/) - Model training is a central step in the machine learning pipeline where the prepared data is used to train your model, in this case, the CodeGenesis model. This process involves several critical actions, from setting up model parameters to monitoring training progress and adjusting settings based on performance feedback. Here, I'll guide you through these - [Evaluate and Iterate](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/evaluate-and-iterate/) - After completing the model training process, the next crucial phase is evaluation and iteration. This step involves assessing the model's performance on a validation set that was not used during training, using various metrics that reflect the model’s accuracy and ability to generalize to new data. Based on the evaluation results, adjustments to the preprocessing, - [Preparing, Training and Evaluating a Codebase](https://hngamers.com/courses/preparing-your-own-ollama-services/lessons/preparing-training-and-evaluating-a-codebase/) - This detailed guide will walk through how to use the specific C++ files provided (Greetings.h and main.cpp) in the context of a capstone project aimed at preparing, training, and evaluating a machine learning model. The objective is to demonstrate the end-to-end process using these two files. Header File: Greetings.h #ifndef GREETINGS_H #define GREETINGS_H #include - [Setting up the Unity plugin](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/setting-up-the-unity-plugin/) - Lesson: Importing and Setting Up the Unity Web Store Plugin in Your Unity Project In this lesson, you'll learn how to import the Unity Web Store package, configure it in your scene, and integrate it with the Atavism Toolbar for easy access. Follow these steps to integrate the store seamlessly into your Unity game project. - [Setting up the Store Front on Windows](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/setting-up-the-store-front-on-windows/) - In this lesson, we will guide you through the process of setting up the HNG Unity Store as a Windows service. This will allow the store to run automatically on system startup, ensuring it is always available to manage Unity-related store operations. The process involves downloading the required files, extracting them, and creating the necessary - [Setting up the Store Front on Linux](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/setting-up-the-store-front-on-linux/) - To create a systemd service file for your application on Linux, follow this template. This example assumes your service resides in /opt/hngunitystore and runs under the user storeuser. 1. Create a systemd Service File You can create the service file at /etc/systemd/system/hngunitystore.service. sudo nano /etc/systemd/system/hngunitystore.service 2. Service File Configuration Here’s the configuration for the systemd - [Setting up the Store Front on Mac](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/setting-up-the-store-front-on-mac/) - On macOS, you would use launchd instead of sc to create, load, and remove background services. Here's how to replicate the service management process with a script that installs and removes services using launchd. 1. Create the launchd Service File First, create the launchd configuration file (called a "plist" file) that will define your service. - [Managing Items in the Store](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/managing-items-in-the-store/) - When setting up your store for the first time, you’ll notice that the storefront comes preloaded with some default demo items. These items are placeholders and should be removed or replaced with your own products to provide a unique shopping experience for your players. 1. Removing Default Demo Items The first step in customizing your - [Building a Cart System](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/building-a-cart-system/) - In this lesson, we will explore how to manage user carts using the StoreCartsMVC controller. This functionality allows store owners to add and remove items from a user's cart before they make a purchase. This can be useful for promotional items, manual corrections, or curated product suggestions. 1. Starting with an Empty Cart When you - [Integrating Secure Payments](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/integrating-secure-payments/) - In this detailed lesson, you will learn how to integrate PayPal payments into your Unity Web Store using both sandbox (test mode) and production (live mode). This process will ensure secure and reliable payment processing for your in-game store, making it easier for players to purchase items and manage transactions. 1. Sign Up for - [Managing Users and Roles](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/managing-users-and-roles/) - In this lesson, you will learn how the Microsoft Identity Services integration works within the Unity Web Store system. You’ll also explore how to manage user accounts, add new site admins, and configure external authentication sources like Google. This system allows for secure handling of user logins and personal data, all while ensuring that account - [Sending Email Notifications](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/sending-email-notifications/) - This is a pending fdeature and will be filled out when the feature has been created. - [Analyzing Sales Data](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/analyzing-sales-data/) - In this lesson, you will learn how to filter your store orders and analyze revenue over different time periods. The Unity Web Store plugin provides built-in views for sales analysis, allowing you to monitor your store’s performance through daily, weekly, monthly, and yearly sales data. 1. Sales Overview: Daily, Weekly, Monthly, and Yearly Views The - [Connecting Google Auth](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/connecting-google-auth/) - In this lesson, we will guide you through the process of setting up Google OAuth for your Unity Web Store. Google OAuth allows users to log in securely with their Google accounts, simplifying the authentication process and enhancing user experience. 1. Sign Up for a Google Developer Account First, you'll need to sign up for - [Configuring IIS for Proxy SSL](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/configuring-iis-for-proxy-ssl/) - Objective By the end of this lesson, you will learn how to configure IIS (Internet Information Services) to listen on a new HTTPS port (5051) and forward all traffic to an HTTP service running on port 5000. Prerequisites Basic understanding of IIS configuration. Access to IIS Manager with administrative privileges. An active HTTP service running - [Configuring Apache for Proxy SSL](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/configuring-apache-for-proxy-ssl/) - Objective By the end of this lesson, you will learn how to: Configure Apache 2 to listen on a new HTTPS port (5051). Obtain and install an SSL certificate for your domain (store.hngamers.com). Set up Apache to forward all HTTPS traffic on port 5051 to an unsecured HTTP service running on port 5000. Prerequisites Basic - [Configuring NGINX for Proxy SSL](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/configuring-nginx-for-proxy-ssl/) - Objective By the end of this lesson, you will learn how to configure Nginx to listen on a new HTTPS port (5051) and forward all traffic to an HTTP service running on port 5000. Prerequisites Basic understanding of Nginx configuration. Access to Nginx configuration files. An active HTTP service running on port 5000. Lesson Content - [Modifying the Store Items](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/modifying-the-store-items/) - Assets/HNGamers/UnityStore/Resources/StoreItem.uxml - [Modifying the Store](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/modifying-the-store/) - In this lesson, you will learn how to adjust the UI for the Unity Web Store using Unity’s UI Toolkit. The Unity Web Store uses several key assets such as prefabs, UXML templates, and style sheets to build and style the store interface. This lesson will guide you through customizing these UI components to match - [Introduction to the Unity Store](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/introduction-to-the-unity-store/) - Welcome to this in-depth look at our In-Game Store, specifically designed to enhance your game’s experience and provide new opportunities for monetization. In this, we’ll explore how our store can be seamlessly integrated into your game, offering players valuable items, driving engagement, and providing you with sustainable revenue streams. What is Our In-Game Store? Our - [Licensing for Our In-Game Store](https://hngamers.com/courses/hngamers-atavism-unity-store/lessons/licensing-for-our-in-game-store/) - When integrating our in-game store into your game, licensing plays a crucial role in determining the number of Concurrent Users (CCU) that can access the store simultaneously. Our licensing system is designed to offer flexibility and scalability, ensuring that your store can grow alongside your player base. 1. 1000 CCU per License Each license of - [X9 to X.10 Mob Stat Profile](https://hngamers.com/courses/atavism-tips-and-tricks/lessons/x9-to-x-10-mob-stat-profile/) - Master the process of creating MySQL stat profiles with automation techniques, linking profiles to mob templates, and managing unique stats. - [Yellow Camera Stacking](https://hngamers.com/courses/atavism-tips-and-tricks/lessons/yellow-camera-stacking/) - LearnPress Lesson: Resolving Yellow Screen Issues in Atavism Unity 6 with Camera Stacking What causes the yellow screen issue in Atavism Unity 6? Can you add an Overlay Camera to multiple Base Cameras? If yes, how? How does the order of Overlay Cameras affect rendering? In this lesson, you will learn how to - [Using C# and PowerShell Scripts to Register and Use Custom Protocols](https://hngamers.com/courses/atavism-tips-and-tricks/lessons/using-c-and-powershell-scripts-to-register-and-use-custom-protocols/) - In this lesson, you will learn how to use both the C# and PowerShell versions of a script to register a custom protocol and handle specific actions based on protocol URLs. Custom protocols allow you to link external applications to your software, enabling functionalities like launching a game directly from a URL. Lesson Overview What - [Initialize CC4 for Scripting](https://hngamers.com/courses/character-creator-4/lessons/initialize-cc4-for-scripting/) - CC4 Python is missing several things. First we need to install PIP which will allow us to access other scripting functionality. Open the Python tool here C:\Program Files\Reallusion\Character Creator 4\Bin64\CharacterCreatorpy.exe and execute the following. You might get an error, but it should install PIP import ensurepip # Bootstrap pip installation if not already installed ensurepip.bootstrap() - [Step 1: Adding New Tags to Your Project](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/adding-new-tags-to-your-project/) - Objective: Assign specific tags to objects within your Unity project to organize and manage them effectively with World Streamer 2. Why This Step is Important: Tags help in identifying and categorizing objects in Unity. World Streamer 2 utilizes these tags to manage streaming, movement, and collision handling efficiently. Detailed Instructions: Open Unity and Your Project: - [Step 2: Enabling Incremental Garbage Collection (GC) in Project Settings](https://hngamers.com/courses/comprehensive-world-streamer-2-setup-for-unity/lessons/enabling-incremental-garbage-collection-gc-in-project-settings/) - Objective: Optimize memory management by enabling Incremental Garbage Collection in Unity's Project Settings. Why This Step is Important: Incremental GC helps in managing memory more efficiently by breaking down garbage collection into smaller, more manageable chunks. This reduces frame rate spikes and improves overall performance, especially in large or complex projects. Detailed Instructions: Open Project - [X10 to X.11.? Stats list](https://hngamers.com/courses/atavism-tips-and-tricks/lessons/x10-to-x-11-stats-list/) - [Obtaining the Addon](https://hngamers.com/courses/atavism-ik-handling/lessons/obtaining-the-software/) - Download the Addon You can download the addon at the following link https://www.dropbox.com/sh/psfoavn763or1og/AABao3oTzZvjlwA_V28QOZr-a?dl=0 Proper Version Always make sure you are using the proper version. The folder contains several versions and you should always grab the latest version unless directed otherwise. - [Updating the Addon](https://hngamers.com/courses/atavism-ik-handling/lessons/updating-the-addon/) - Updating the addon is as simple as loading the custom package and importing over the top of the existing files. It is always safe to delete and reimport the files as well. No data is contained in these folders and it is only a - [Animator](https://hngamers.com/courses/atavism-ik-handling/lessons/animator-2/) - IK Pass In order for the IK Handler to function you will need to add IK pass to your layers where you need IK Handling. This is a Unity requirement for IK Handling to function. IK Behaviour There is a special behaviour that will allow you to toggle the ik handling on and off during - [Atavism IK Handling standup video](https://hngamers.com/courses/atavism-ik-handling/lessons/old-videos-3/) - A quick video on how to standup the IK handling systems in Atavism. This will handle your foot and hand IK systems and also introduces weapons IK handling. - [Get the plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/get-the-plugin/) - Download the plugin from the Wordpress Directory or from the dropbox location or the item shared in the #cms-dev channel. Support is provided only in the #cms-dev discord channel and not through this site. Wordpress Plugin slug: hngamers-atavism-core - [Update the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/update-the-plugin-2/) - Choose the upgrade option in Wordpress or manually download and upload the plugin into your wordpress. It will update any previous version before it to the latest version of the plugin. - [Get the plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/get-the-plugin-2/) - Download the plugin from the Wordpress Directory or from the dropbox location or the item shared in the #cms-dev channel. Support is provided only in the #cms-dev discord channel and not through this site. Wordpress Plugin slug: hngamers-atavism-user-verification - [Update the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/update-the-plugin-3/) - Choose the upgrade option in Wordpress or manually download and upload the plugin into your wordpress. It will update any previous version before it to the latest version of the plugin. After updating the plugin, deactivate and reactivate the plugin. There are processes that only occur during these times (verify plugin page) since they - [Create a Verify Page](https://hngamers.com/courses/atavism-wordpress-cms/lessons/create-a-verify-page/) - Create a Page In order to use the verify plugin, you will need to create a page for the system to register the call back to the internal scripts. Simply create a blank page named whatever you would like the landing page to be called and choose the Atavism Verify User template. Do - [Modify your Atavism Server](https://hngamers.com/courses/atavism-wordpress-cms/lessons/modify-your-atavism-server/) - Prerequisites Basic understanding of Python programming. Access to the Atavism server files. A website with an authentication system. Objective To modify the auth_server.py script in the Atavism server to authenticate users via your website. Step-by-Step Guide Locate the auth_server.py Script Navigate to the bin folder in your Atavism server directory (usually located at \atavism_server\bin). Find - [Menu Structure](https://hngamers.com/courses/atavism-wordpress-cms/lessons/menu-structure/) - As you add additional plugins to the system, the Admin menu will grow to include each of these plugins. Located near the bottom will an HNGamers menu item, expanding this will show all the plugins currently configured. - [Wipe your characters - Required](https://hngamers.com/courses/atavism-wordpress-cms/lessons/wipe-your-characters/) - From this point forward, your Atavism server will only allow users who exist in the Wordpress database to log into the server. It will create a user account for any user who successfully authenticates to the Wordpress site and does not exist in the games database. Wiping is required for any game server that - [Error Messages](https://hngamers.com/courses/atavism-wordpress-cms/lessons/error-messages-3/) - Database Errors There are always potential database errors that might occur when connecting to your game servers database. We will attempt to cover some of these errors below. Connection Refused This error is related to either permissions or the machine is actively refusing the connection to the mysql server. It is a common practice in - [MySQL Remote connections](https://hngamers.com/courses/atavism-wordpress-cms/lessons/mysql-remote-connections/) - Allow Remote Connections MySQL by default is set to only allow connections from the localhost. This is an issue if you are creating services that allow connections from outside the MySQL service location. This is being done on an Ubuntu 20.04 server, your file location may vary. Edit the mysqld.cnf file in the following location - [Suggested Atavism Hosting](https://hngamers.com/courses/atavism-wordpress-cms/lessons/suggested-atavism-hosting/) - KS Web is a part of the ES Services company. ES Services is a family ran business that specialize in hosting services and software solutions related to the hosting industry. ES Services/KS Web is located in Norway and have data center locations around the world. Atavism Game services Ultra Fast Network Anti DDos Protection - [Update the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/update-the-plugin-4/) - [Required Addons](https://hngamers.com/courses/atavism-wordpress-cms/lessons/required-addons/) - WooCommerce In order for this plugin to function, you must have the Wordpress plugin, WooCommerce already installed and working. You may require some additional configuration if this is not already done before this plugin will become available. - [Required Addons](https://hngamers.com/courses/atavism-wordpress-cms/lessons/required-addons-2/) - [Configure the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/configure-the-plugin/) - License Key This is a licensed product and will require a license before the product works. In order to obtain a product license, you can purchase one here at the storefront. Once you purchase the license, it will be available in your My Account Page on the order form and in the email that - [Get the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/get-the-plugin-4/) - This is a paid module for the Atavism CMS and requires purchasing from the store front. https://hngamers.com/product/atavism-store-integration/ - [Configure WooCommerce Money Purchase](https://hngamers.com/courses/atavism-wordpress-cms/lessons/configure-woocommerce-money-purchase/) - Create Product Add a new product and name it something generic for money in your location or game. Add Sku and Limit Clicking Add on the Product attribute will add the specific type to the product. This will create a blank item, if you have already done the steps following, clicking inside the empty - [Configure WooCommerce Item](https://hngamers.com/courses/atavism-wordpress-cms/lessons/configure-woocommerce-item/) - Create Product Create a new product for your Atavism game item you want to deliver. You can enter the information in the middle and if you have the item informer, add a link to this in the description. Make it Virtual and Downloadable In order for the item to appear and be deliverable, you need - [About the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/about-the-plugin/) - About The Atavism Store integration is a plugin that is designed to bridge the gap between WooCommerce and the Atavism Online gaming engine. This will allow you to configure items in the store and allow the user to purchase these items. This plugin requires the Atavism Core plugin which can be obtained from the Wordpress - [About the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/about-the-plugin-2/) - This plugin is designed to provide you the ability to log in with your Wordpress users. When you convert the Atavism server to remote login modes, the game no longer uses the internal database to verify the user. Instead it reaches out to the Wordpress server and sends the username and password to the server. - [Configure Database User Permissions](https://hngamers.com/courses/atavism-wordpress-cms/lessons/configure-database-user-permissions/) - Database minimum permissions The user that is defined inside of the HNGamers Atavism Core module will be required to have certain permissions on the database tables for Atavism. Besides the permissions listed here, you will need to grant the following permission to the user. GRANT INSERT ON master.account_purchases TO 'yourusernamehere'@'%'; FLUSH privileges; Granting - [MySQL User Permissions](https://hngamers.com/courses/atavism-wordpress-cms/lessons/mysql-user-permissions/) - [Known Issues](https://hngamers.com/courses/atavism-wordpress-cms/lessons/known-issues/) - Maintenance Pages If your web server has a maintenance page that blocks users from logging in, this will prevent users from verifying their accounts on the game servers. Since the maintenance page blocks any page from being displayed unless you are an admin, and logged in, the page will be redirected to the main page - [Configure the Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/configure-the-plugin-2/) - Configure your plugin and security settings, enable paid memberships, and configure user emails as logins on the HNGamers Atavism User verify admin page. - [AtavismWeaponIKTarget](https://hngamers.com/courses/atavism-ik-handling/lessons/atavismweaponiktarget/) - Overview: This C# code file contains the implementation of the AtavismWeaponLookAtTarget and AtavismWeaponIKTarget classes. These classes are used in the Atavism game engine to control the movement of characters' hands and feet, and their ability to look at a specified point. Interface Pages: AtavismWeaponLookAtTarget: A public class that extends the MonoBehaviour class. It is used - [AtavismMobIKSystem](https://hngamers.com/courses/atavism-ik-handling/lessons/atavismmobiksystem/) - Overview: The AtavismMobIKSystem class is used to control the inverse kinematics (IK) of a game character model's limbs. It uses Unity's AvatarIKGoal class to manipulate the position and rotation of the character's left and right hands and feet. The class can be used to toggle, enable, or disable the IK state of the character's limbs. - [AtavismWeaponIKStateToggle](https://hngamers.com/courses/atavism-ik-handling/lessons/atavismweaponikstatetoggle/) - Overview Page: Class Name AtavismWeaponIKStateToggle Namespace HNGamers.Atavism Inheritance StateMachineBehaviour Description This class is used to toggle the Atavism Weapon IK state. It contains enums for different states and types of toggling. It also has methods to update the IK handlers in different states. Remarks None Interface Pages: There are no interfaces in this class. Constructor - [IonCube Loaders - Subfolder Loading](https://hngamers.com/courses/atavism-wordpress-cms/lessons/ioncube-loaders-subfolder-loading/) - Open your website's control panel and navigate to the "File Manager" or "FTP" section. Look for a file called ".htaccess" in the root directory of your website. If it doesn't exist, create a new file and name it ".htaccess". Right-click on the file and select "Edit" to open it in a text editor. Copy and - [IonCube Loaders - PHP 7.4](https://hngamers.com/courses/atavism-wordpress-cms/lessons/ioncube-loaders-php-7-4/) - Download the appropriate IonCube loaders for your PHP version (7.4) and architecture (32-bit or 64-bit) from the official IonCube website. Extract the downloaded file to a temporary directory on your server. Copy the ioncube_loader_lin_7.4.so file to your PHP extension directory. The location of the extension directory can vary depending on your server configuration. You can - [IonCube Loaders - PHP 8.1](https://hngamers.com/courses/atavism-wordpress-cms/lessons/ioncube-loaders-php-8-1/) - Download the appropriate IonCube loaders for your PHP version (8.1) and architecture (32-bit or 64-bit) from the official IonCube website. Extract the downloaded file to a temporary directory on your server. Copy the ioncube_loader_lin_8.1.so file to your PHP extension directory. The location of the extension directory can vary depending on your server configuration. You can - [Verify page does not work - 404 error](https://hngamers.com/courses/atavism-wordpress-cms/lessons/verify-page-does-not-work-404-error/) - If you are experiencing issues with your .htaccess file not functioning and redirecting users to the right URL on your Apache2 web server, you may need to modify the "Override All" directive for your virtual host. Here's a step-by-step guide on how to do this: Step 1: Locate your Apache2 virtual host configuration file Your - [Configuring SPF Policy Agent for Postfix SMTP Server](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/configuring-spf-policy-agent-for-postfix-smtp-server/) - SPF (Sender Policy Framework) is a popular email authentication method used to detect email spoofing. By configuring an SPF Policy Agent, we can tell our Postfix SMTP server to check for the SPF record of incoming emails to help detect forged emails. Here is a step-by-step guide to configuring the SPF Policy Agent for your - [Configuring OpenDKIM for Postfix SMTP Server](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/configuring-opendkim-for-postfix-smtp-server/) - OpenDKIM is an open-source implementation of the DKIM (DomainKeys Identified Mail) sender authentication system used to verify the authenticity of email messages. By configuring OpenDKIM, we can sign outgoing email messages from our Postfix SMTP server to ensure that they are not spoofed or tampered with. Here is a step-by-step guide to configuring OpenDKIM for - [Creating Signing Table, Key Table, and Trusted Hosts File for OpenDKIM](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/creating-signing-table-key-table-and-trusted-hosts-file-for-opendkim/) - OpenDKIM requires a signing table, key table, and trusted hosts file to configure and sign outgoing emails from your Postfix SMTP server. Here is a step-by-step guide to creating these files: Step 1: Create Directory Structure Create a directory structure for OpenDKIM using the following commands: sudo mkdir /etc/opendkim sudo mkdir /etc/opendkim/keys Step 2: Change - [Generating Private/Public Keypair for OpenDKIM](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/generating-private-public-keypair-for-opendkim/) - To use OpenDKIM to sign and verify emails, we need to generate a private key for signing and a public key for remote verification. Here is a step-by-step guide to generating the keypair: Step 1: Create a Folder for the Domain Create a separate folder for the domain using the following command: sudo mkdir /etc/opendkim/keys/your-domain.com - [Publishing Your Public Key in DNS Records for OpenDKIM](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/publishing-your-public-key-in-dns-records-for-opendkim/) - After generating your public key with OpenDKIM, you need to publish it in your DNS records. Here is a step-by-step guide to doing so: Step 1: Display Public Key Display the public key with the following command: sudo cat /etc/opendkim/keys/your-domain.com/default.txt The string after the "p" parameter is your public key. Step 2: Create a DNS - [Testing Your DKIM Key for OpenDKIM](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/testing-your-dkim-key-for-opendkim/) - After publishing your DKIM key in your DNS records, you should test it to make sure everything is working as expected. Here is a step-by-step guide to testing your DKIM key with OpenDKIM: Step 1: Run the Command Enter the following command on your Ubuntu server to test your DKIM key: sudo opendkim-testkey -d your-domain.com - [Performing SPF and DKIM Check on Your Mail Server](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/performing-spf-and-dkim-check-on-your-mail-server/) - Once you have set up SPF and DKIM on your mail server, you can send a test email from your mail server to your Gmail account to see if SPF and DKIM checks are passed. Here is a step-by-step guide to performing SPF and DKIM checks on your mail server: Step 1: Send a Test - [Configuring Postfix to Connect to OpenDKIM via Unix Socket](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/connecting-postfix-to-opendkim/) - Create a directory to hold the OpenDKIM socket file and allow only opendkim user and postfix group to access it. sudo mkdir /var/spool/postfix/opendkim sudo chown opendkim:postfix /var/spool/postfix/opendkim Edit the OpenDKIM main configuration file. sudo nano /etc/opendkim.conf Find the following line (Ubuntu 18.04) Socket local:/var/run/opendkim/opendkim.sock or (Ubuntu 22.04/20.04) Socket local:/run/opendkim/opendkim.sock Replace it with the following line. - [Introduction - Implementing SPF and DKIM with Postfix](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/introduction-2/) - Course Introduction: Welcome to the Introduction to Email Security and the Need for SPF and DKIM course. In today's world, email security is a crucial aspect for businesses and individuals. Email spoofing and phishing attacks are becoming more sophisticated and difficult to detect. Sender Policy Framework (SPF) and DomainKeys Identified Mail (DKIM) are email authentication - [Introduction to email security and the need for SPF and DKIM](https://hngamers.com/courses/secure-email-delivery-implementing-spf-and-dkim-with-postfix/lessons/introduction-to-email-security-and-the-need-for-spf-and-dkim/) - Email is an essential mode of communication for businesses and individuals, and it is crucial to secure email communication to prevent sensitive information from being accessed by unauthorized individuals. Email security aims to protect email messages and their contents from unauthorized access, interception, or alteration during transit or at rest. SPF and DKIM are two - [Recommended Plugins](https://hngamers.com/courses/atavism-wordpress-cms/lessons/recommended-plugins/) - [About the Atavism User Management Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/about-the-atavism-user-management-plugin/) - HNGamers Atavism User Management Plugin is a comprehensive solution designed to streamline the administration of users in the Atavism gaming platform. - [Configure the Atavism User Management Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/configure-the-atavism-user-management-plugin/) - This guide will walk you through the setup process on configuring the HNGamers Atavism User Management Plugin for WordPress. - [Update the Atavism User Management Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/update-the-atavism-user-management-plugin/) - A tutorial on how to update the HNGamers Atavism User Management Plugin directly from the WordPress directory. - [Managing users with the Atavism User Management Plugin](https://hngamers.com/courses/atavism-wordpress-cms/lessons/managing-users-with-the-atavism-user-management-plugin/) - In this tutorial, you will learn how to efficiently manage users within the Atavism Online Platform using the HNGamers Atavism User Management Plugin for WordPress. This plugin streamlines various administrative tasks such as managing user roles, banning users, and handling account deletions, all from your WordPress dashboard. 1. Introduction Effective user management is crucial in - [Atavism - Getting Started](https://hngamers.com/courses/atavism-online/lessons/atavism-getting-started/) - What is Atavism Online Atavism Online is one of the best and largest MMO systems that you can find outside of larger AAA studios. With a true Client Server Architecture, currently Atavism utilizes Unity with plans to expand to the Unreal platform. Dragonsan, the development team and company behind the Atavism Online engine has pushed - [Creating your first Project](https://hngamers.com/courses/unity/lessons/creating-your-first-project/) - Embark on a Unity journey with this course that guides you through creating your first project, setting up settings, and navigating the interface. - [Getting your first Asset](https://hngamers.com/courses/unity/lessons/getting-your-first-asset/) - Discover the world of Unity assets with this course that guides you through accessing, searching, and importing assets from the Unity Asset Store. - [Downloading your asset](https://hngamers.com/courses/unity/lessons/downloading-your-asset/) - Master the Unity Package Manager in this course that guides you through downloading and importing packages, including purchased assets, into Unity. - [Obtaining Visual Studio](https://hngamers.com/courses/unity/lessons/obtaining-visual-studio/) - Where to Download You can download visual studio from the site here https://visualstudio.microsoft.com/downloads/ always download things like this directly from the creator, never from third party sites. Third party sites, might have embedded viruses or other malicious items into the download. As of now, Visual Studio 2022 is the latest that has been released. https://visualstudio.microsoft.com/vs/community/ - [Installing Visual Studio](https://hngamers.com/courses/unity/lessons/installing-visual-studio/) - [Installing Optional Visual Studio Items](https://hngamers.com/courses/unity/lessons/installing-optional-visual-studio-items/) - [Debugging Unity](https://hngamers.com/courses/unity/lessons/debugging-unity/) - [Getting Your Software](https://hngamers.com/courses/atavism-online/lessons/getting-your-software/) - [Getting your Software](https://hngamers.com/courses/atavism-online/lessons/getting-your-software-2/) - For this Tutorial we are using VirtualBox to setup and configure the environment for the Tutorials, you may notice this in several screenshots. It's free, highly documented, works very well and provides all the functionality you might require. - [Inventory screen and the Wardrobe Camera](https://hngamers.com/courses/atavism-online/lessons/inventory-screen-and-the-wardrobe-camera/) - Camera Culling The camera layer by default is set Ignore Raycast and Targetable, it will cull anything else from the display. If your character is not set to this, then the camera will not display the character on the Inventory Screen. Character Layer Here you can see that the player is set - [Installing Atavism](https://hngamers.com/courses/atavism-online/lessons/installing-atavism/) - Installing Atavism is pretty straightforward and takes about 15-30 minutes depending on your machine's performance. Once you import the package, Atavism will extract this and preset a Dialogue box displaying all the files and allowing you to finalize installing the package. It is not advisable to stop this process or you may end up - [Configuring your scenes](https://hngamers.com/courses/atavism-online/lessons/configuring-your-scenes/) - When you first open Atavism all of the scenes are defined already. If you open the original scenes and begin working on them, you will have your changes overwritten if you reimport or update Atavism. Unity uses a GUID system to identify files and store data in them. If the package you are importing has - [Swapping out the original for your new scenes](https://hngamers.com/courses/atavism-online/lessons/swapping-out-the-original-for-your-new-scenes/) - In order for Unity and the Atavism engine to load the proper scene, they all need to be added to the Build Items table. Any scene that will be loaded will need to be added here or the system will have an issue with creating the scene during runtime. - [Updating the Included Enviro](https://hngamers.com/courses/atavism-online/lessons/updating-the-included-enviro/) - The included Enviro, while it works, is a slightly older version and should be updated to take advantage of all of the new features and bugfixes they have found. The current version as of this tutorial is V 2.4.2 and the included version is v 2.3.1. The version that is included is also the - [Switching out the Enviro Lite for Standard](https://hngamers.com/courses/atavism-online/lessons/switching-out-the-enviro-lite-for-standard/) - Switching out the Lite Enviro profile for a Standard one should be fairly simple and straight forward. Deactivating the lite profile, then creating a Standard Instance, assigning it, and loading the values from the profile should allow you to switch over your profiles to the more advanced functionality. - [Building an Assetbundle](https://hngamers.com/courses/atavism-online/lessons/building-an-assetbundle/) - Generate the Files Building the asset bundle is accessed from the Assets-> Atavism Build Asset Bundle menu option. It will build a bundle of all the items within the folder assigned as the asset bundle. You can access the asset bundle that a folder is assigned to if you select the folder in - [Obtaining the Addon](https://hngamers.com/courses/atavism-backup/lessons/obtaining-the-addon/) - Download Link You can download the Addon here https://www.dropbox.com/sh/6d8mtvco5rqcsep/AADnUIc4AJhhjK_w_i-JqEl2a?dl=0 Version Always download the latest version based on your Atavism version. Failure to do so will create a situation that might render your Atavism inoperable. - [Installing and Updating the Addon](https://hngamers.com/courses/atavism-backup/lessons/updating-the-addon-2/) - Installing or updating the Addon has never been easier. Simply download the latest pack and import the custom package, over writing any files it finds. As always, make a backup of your project files before. Updates the following core files: Assets/Dragonsan/AtavismEditor/Editor/Interfaces/Google.Protobuf.dll Assets/Dragonsan/AtavismEditor/Editor/Interfaces/MySql.Data.dll Assets/Dragonsan/AtavismEditor/Editor/EditorCore/Libraries/DatabasePack.cs Backup Files The addon keeps backup files in two locations, - [Atavism Backup Usage](https://hngamers.com/courses/atavism-backup/lessons/atavism-backup-usage/) - Atavism Backup Target Folder Target folder is a folder path outside of your Unity project, do not choose a folder inside your projects path. This should be a backup drive or external location to store these files. All backups will be created in this folder. Package Name The name of the backup package, will be - [Backing Up](https://hngamers.com/courses/atavism-backup/lessons/backing-up/) - Backup Script In order to backup your project we need a few things setup with in the backup tool. Required Items Target Folder The target folder needs to be an external path outside of your Unity folder to allow the system to backup the files and databases too. Package Name This is required to name - [Restoring](https://hngamers.com/courses/atavism-backup/lessons/restoring/) - This is a feature that is pending any bug reports regarding the back up processes. - [Reporting an Issue](https://hngamers.com/courses/atavism-backup/lessons/reporting-an-issue-2/) - All issues should be reported in the #entities-tools channel in the Atavism discord. Please post a small description of the issue you are having and it will be addressed. - [Obtain the Addon](https://hngamers.com/courses/atavism-share/lessons/obtain-the-addon/) - Download Location You can find the addon ad the dropbox URL below. https://www.dropbox.com/sh/rkcdrargqlo4xxt/AACj9Xvrcc34PctV9RFQf8tea?dl=0 Download the Latest Always grab the latest version for your release. You can see in this that Atavism X.6 has a 1.0.3 version, which was released on 8.19.2022. This is the version that should be downloaded and used for Atavism - [Update the Addon](https://hngamers.com/courses/atavism-share/lessons/update-the-addon/) - Updating the addon has never been easier. Simply download the latest version from the dropbox location below and import into Unity. It is safe to overwrite the existing files with any files in the update. https://www.dropbox.com/sh/rkcdrargqlo4xxt/AACj9Xvrcc34PctV9RFQf8tea?dl=0 - [Using the Addon](https://hngamers.com/courses/atavism-share/lessons/using-the-addon/) - Package Settings Author Name This is the author of the current package, this can be your name, email address or any other item that you might potentially want to use as your name. Target Folder This is an external folder outside of the Unity game structure, where the unity package will be exported to. - [Video Example](https://hngamers.com/courses/atavism-share/lessons/video-example/) - In this example, we will add the authors name, the package name, the export folder, select a couple of items for export and export the files from the system. This would be the process you would take for any export item you would like to create. - [Supported Data](https://hngamers.com/courses/atavism-share/lessons/supported-tables/) - Version 1.0.3 Added Arena Teams to the export for the Arena templates. Added support for exporting character sql and files associated. Added Export for Crafting Recipes. Version 1.0.2 Added Building export functionality for top level tier items. Version 1.0.1 Added full mob support for all mob related items that are selected including all - [Getting the Addon](https://hngamers.com/courses/ambient-sounds-wapi-integration/lessons/getting-the-addon/) - Download the addon You can download the addon from the following URL https://www.dropbox.com/sh/u8fi2jdp1yo1xoy/AADgF-n2-YV-IZUkYPemzXnHa?dl=0 this link will provide you direct access to a list of all the files available for download. Always make sure you are looking at the version for Atavism and downloading the latest version of the addon for that particular Atavism version. - [Updating the Addon](https://hngamers.com/courses/ambient-sounds-wapi-integration/lessons/updating-the-addon-3/) - When updating the addon, download the latest version from here once downloaded, it is safe to open it as a custom package and overwrite any of the previous versions that were installed. When downloading, always download the latest version for your version of Atavism. - [Using the Addon](https://hngamers.com/courses/ambient-sounds-wapi-integration/lessons/using-the-addon-2/) - \ In order for the Integration to work, you will need to switch the settings here to Get from Wapi. This will start the process to sync the values from WAPI, which Atavism use to update the time of day and other values. This will then update the value that is listed for the - [Download the Addon](https://hngamers.com/courses/atavism-offset-system/lessons/download-the-addon/) - Download You can download the addon from this location. As with all of the tools, please make sure you are downloading the latest release for your version of Atavism. You can see in this picture below that the X.6, modified date and version number are all highlighted. All assets will have this in the path - [Update the Addon](https://hngamers.com/courses/atavism-offset-system/lessons/update-the-addon-2/) - Update You can download the addon and all updates by following the directions on this page. Download the Addon To update the addon, simply import the latest download over the top using the custom package import. It is safe to overwrite the existing files with any of the updates. No data is stored in these - [Old Videos](https://hngamers.com/courses/atavism-offset-system/lessons/old-videos-2/) - Atavism Mob Offset setup Obsolete (X.4 and below) https://www.youtube.com/watch?v=BYU_fKhq8gw Atavism Mob Offset config Obsolete (X.4 and below) https://www.youtube.com/watch?v=Ki7GeyhyfKg - [Building a Scene Template](https://hngamers.com/courses/atavism-online/lessons/building-a-scene-template/) - Introduction Atavism provides several blank scenes for you to take and apply your own modifications too. These items, when saved must have the proper names for the game server to load them as desired. Login Assets/Dragonsan/Scenes/BlankLogin.unity Name: Login Character Selection Assets/Dragonsan/Scenes/BlankCharacterSelection.unity Name: CharacterSelection Main Scene Assets/Dragonsan/Scenes/BlankAtavismScene.unity Name: Whatever name you desire for your world. - [Addon Overview](https://hngamers.com/courses/atavism-offset-system/lessons/addon-overview/) - Database Connection This requires that your database connection be filled out properly to your database server. Either use the internal or the external editor to set these values for your database. Verify connection and set the value for all the databases unless you have a user for each database type. The system will not be - [Starting Out](https://hngamers.com/courses/atavism-offset-system/lessons/starting-out/) - Starting Out First thing to modify is the path for your equipment displays. If all of your equipment items are located in this folder then nothing needs to be done. The application will only load the Equipment items from this location and all child folders under this location. This means any items from nested folders - [IK Handling](https://hngamers.com/courses/atavism-offset-system/lessons/ik-handling/) - Full Guide Check out the full guide here Atavism IK Handling IK Handling The IK Handling adds a series of options in the Display item for the particular piece of gear. This allows you to set the value for the IK Handler right into the Equipment Display Item and have it apply to - [Weapon Adjustment](https://hngamers.com/courses/atavism-offset-system/lessons/weapon-adjustment/) - Adjustment Place your character in the closest animation sequence to the one that will be used for this model. You can checkout Addon Overview see see further how to do this. The wand is loaded into the characters default hand location. Based on your characters location, the spawn location may be different from this one displayed. - [Error Messages](https://hngamers.com/courses/atavism-offset-system/lessons/error-messages-2/) - Errors Unable to load the model listed in the database, please verify that the model exists and try again. The database entry that was loaded, does not have a model that is properly defined, or the model is missing. Check the models path in the Atavism Items screen and verify that you have properly created - [Race Definition](https://hngamers.com/courses/atavism-offset-system/lessons/race-definition/) - Race Definition This is an important item to understand of this process. When the the Equipment Display is first loaded, it will look for any race definition for the currently loaded race that you are displaying in the editor. If it find a matching race definition, it will load this section of the display item - [Rest Position](https://hngamers.com/courses/atavism-offset-system/lessons/rest-position/) - Adjustment Place your character in the closest animation sequence to the one that will be used for this model. You can checkout Addon Overview see see further how to do this. The wand is loaded into the characters default hand rest location. Based on your characters rest location, the spawn location may be different from this - [UI Toolkit](https://hngamers.com/courses/unity/lessons/ui-toolkit/) - [Getting the Addon](https://hngamers.com/courses/atavism-online/lessons/getting-the-addon-2/) - World Streamer 2 World Streamer and World Streamer 2 are both supported out of the box for Atavism. Once installed, simply follow the tutorial to get your scene set up and prepared for steaming to the players. World Streamer is a memory streaming and optimization system. By using it you are able to stream whole your - [Activating the Addon](https://hngamers.com/courses/atavism-online/lessons/activating-the-addon/) - Atavism Activation You can activate the World Streamer 2 addon via the Atavism Editor in Unity. Toggle the checkbox next to the Integration to activate the plugin. - [Preparing your Project](https://hngamers.com/courses/atavism-online/lessons/preparing-your-project/) - Required Tags Before you begin working with World Streamer 2, you will need to add the following tags to your Project. Failure to do so will cause the system to not render anything and potentially spawn errors. SceneStreamer This must be assigned to any object that uses a Streamer script. Streamer_Major and Minor prefabs - [Preparing your Work Scene](https://hngamers.com/courses/atavism-online/lessons/preparing-your-scene/) - [Preparing your Game Scene](https://hngamers.com/courses/atavism-online/lessons/preparing-your-game-scene/) - [Preparing your Work Scene](https://hngamers.com/courses/atavism-online/lessons/preparing-your-work-scene/) - The Work Scene This scene will be the scene or scenes that hold all of your objects for displaying to the player in game. These items will be streamed from disk and will be split into virtual grid elements and multiple layers. - [Updating the Included Enviro to Enviro 3](https://hngamers.com/courses/atavism-online/lessons/updating-the-included-enviro-to-enviro-3/) - Get the addon You can purchase the addon in the Unity store Enviro 3 - Sky and Weather and then access the Package Manager to download the asset. Download the asset and into your project. Make sure to remove the previous version of the addon in case there are any conflicts. Clean your Scene - [Required Software](https://hngamers.com/courses/atavism-online/lessons/required-software/) - Eclipse As of this lesson, the version of Eclipse is 2022‑12. We will be using this IDE to do all of our work in, there are other softwares, but I like Eclipse. https://www.eclipse.org/downloads/ Agis The AGIS source can be obtained from the following location. You should always download the latest version for the - [Configure Eclipse](https://hngamers.com/courses/atavism-online/lessons/configure-eclipse/) - Extract Your Sources In order to compile the AGIS, two sources will be needed. The first is included Atavism Server and the second is the AGIS itself. Extract the AGIS to a folder somewhere on a drive, add a second extraction that will not be modified for comparison. In the image below the folders tagged - [AtavismBackup](https://hngamers.com/courses/atavism-backup/lessons/atavismbackup/) - Class: AtavismBackup Namespace: N/A Inherits from: MonoBehaviour Summary: This class defines a backup utility that can be used in Unity Editor. It allows the user to select files and folders to package, and provides options to create a parent folder, backup a database, backup files, and restore specific databases. Overview: Member Description targetFolder The target - [MoveCharacterToPosition](https://hngamers.com/courses/unity/lessons/movecharactertoposition/) - using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveCharacterToPosition : MonoBehaviour { // Reference to the CharacterController component public CharacterController characterController; // Trigger to activate the function public bool moveAndFire = false; // Movement speed public float moveSpeed = 5.0f; // Distance and direction variables private Vector3 distance; private Vector3 direction; // Initialize distance and - [Atavism (Unity) best Practices](https://hngamers.com/courses/atavism-online/lessons/atavism-unity-best-practices/) - Atavism (Unity) best Practices - [AttachObject: no gender](https://hngamers.com/courses/atavism-online/lessons/attachobject-no-gender/) - [AttachObject: no gender](https://hngamers.com/courses/atavism-online/lessons/attachobject-no-gender-2/) - Introduction to AttachObject: no gender Error In the Atavism game, characters are often designed with specific attributes such as gender, class, or race. The "AttachObject: no gender" error indicates that there's an issue with the character's equipment display item related to these attributes. Understanding the Problem The error occurs when the character being used or - [Backup MySQL Databases](https://hngamers.com/courses/atavism-online/lessons/backup-mysql-databases/) - Backing up MySQL databases is a crucial task, and automating the process can save both time and effort, let's script it! - [Using Third-Party Tools for MySQL Backup and Restore: A Comprehensive Insight](https://hngamers.com/courses/atavism-online/lessons/using-third-party-tools-for-mysql-backup-and-restore-a-comprehensive-insight/) - Backing up and restoring MySQL databases are crucial operations for database administrators and developers alike. While various third-party tools promise ease and convenience in handling these tasks, there are certain inherent dangers and pitfalls to be aware of. This article aims to shed light on these dangers, particularly focusing on the risks of data truncation - [Crontasks for MySQL Backups](https://hngamers.com/courses/atavism-online/lessons/add-a-crontask-for-mysql-backup/) - Crontasks for MySQL backups are a critical aspect of data management and ensure that valuable information is protected against unexpected failures or corruption. - [Unity Version Control](https://hngamers.com/courses/unity/lessons/unity-version-control/) - Learn Unity Version Control with this comprehensive course. Master the processes of tracking, managing and collaborating on your Unity projects effectively. - [Introduction to the Toolkit](https://hngamers.com/courses/unity/lessons/introduction-to-the-toolkit/) - [Truncating the History Objstore](https://hngamers.com/courses/atavism-online/lessons/truncating-the-history-objstore/) - Optimize Atavism's history_objstore with an automated MySQL cleanup function, ensuring efficient data management and enhanced server performance. - [Setting Up a Unity Patcher with Coffee Auto Patcher on Your Own Server](https://hngamers.com/courses/unity/lessons/setting-up-a-unity-patcher-with-coffee-auto-patcher-on-your-own-server/) - Setting Up a Unity Patcher using the Coffee Auto Patcher with your own server - [Weapon Profiles and Key bindings](https://hngamers.com/courses/atavism-online/lessons/weapon-profiles-and-key-bindings/) - Introduction In Atavism Online X.9, a sophisticated feature set allows players to create detailed weapon profiles and bind specific actions to keys. This functionality enhances the gameplay experience by enabling diverse interactions based on the weapon type and its associated actions. This guide provides a comprehensive walkthrough of setting up and utilizing these features within - [Implementing a Guild System in Atavism Using LearnPress: Part I](https://hngamers.com/courses/atavism-online/lessons/step-1-crafting-the-plugin-java-file/) - Prerequisites: Access and familiarity with the AGIS code for Atavism. The AGIS project set up in an Integrated Development Environment (IDE) like Eclipse. Familiarity with Java programming. Setting up AGIS in Eclipse Building and Testing Your AGIS Step 1: Crafting the Plugin.java File Begin by creating a Plugin.java file within the AGIS project. This file - [Implementing a Guild System in Atavism with Unity: Part III](https://hngamers.com/courses/atavism-online/lessons/implementing-a-guild-system-in-atavism-with-unity-part-iii/) - In this part of the series, we'll focus on developing a core script in Unity to manage Guild data on the client side. This script will be responsible for storing player's guild information and handling interactions with the server, such as sending messages or receiving updates about guild activities. Prerequisites: Completion of Part II of - [Implementing a Guild System in Atavism with Unity: Part IV](https://hngamers.com/courses/atavism-online/lessons/implementing-a-guild-system-in-atavism-with-unity-part-iv/) - In this fourth part of the series, we establish the messaging system between the client and server to enable efficient data transfer for the Guild System in Atavism. This involves modifications to both the client (Unity) and the server (AGIS). Prerequisites: Completion of the previous parts of this guide. Step 1: Server-to-Client Messages Identify Necessary - [Implementing a Guild System in Atavism with Unity: Part V](https://hngamers.com/courses/atavism-online/lessons/implementing-a-guild-system-in-atavism-with-unity-part-v/) - In this final part of the series, we focus on building the User Interface (UI) for the Guild system in Atavism and implementing the remaining guild commands. Prerequisites: Completion of Part IV of the series. Ability to edit C# scripts in Unity. Basic Unity skills (creating GameObjects, modifying Inspector values, etc.). Step 1: Designing the - [Obtaining Unity](https://hngamers.com/courses/unity/lessons/obtaining-unity/) - Overview Unity can be obtained one of two ways. Either directly downloading the Unity Gaming Platform and installing just the one version, or installing the Unity Hub which will allow multiple versions and projects to be installed. Unity Go to the store area and select the version of Unity that you want to utilize. - [Installing Unity - Windows](https://hngamers.com/courses/unity/lessons/installing-unity/) - This lesson guides you through downloading and installing the Unity Editor on Windows without using Unity Hub. Learn system requirements, installation steps, and setup. - [Installing Unity Hub and Unity Editor](https://hngamers.com/courses/unity/lessons/installing-unity-hub/) - This guides you through the process of installing the Unity Hub and then a version of the Unity Editor using the Unity Hub. Learn to manage Unity installations. - [Unity System Requirements](https://hngamers.com/courses/unity/lessons/unity-requirements/) - System requirements OS: Windows 7 SP1+, 8, 10, 64-bit versions only; Mac OS X 10.12+; Ubuntu 16.04, 18.04, and CentOS 7. GPU: Graphics card with DX10 (shader model 4.0) capabilities. Minimum requirements Windows macOS Linux Operating system version Windows 7 (SP1+), Windows 10 and Windows 11, 64-bit versions only. High Sierra 10.13+ (Intel editor) - [Selecting and Downloading Different Versions of Unity](https://hngamers.com/courses/unity/lessons/unity-plans/) - Introduction Welcome to this lesson on selecting and downloading different versions of Unity. Unity offers various plans and features to suit different needs and budgets. It is essential to understand these options and choose the one that is right for you. This lesson will guide you through the process of selecting a Unity plan, understanding - [Microsplat](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/microsplat/) - Get the Addon Microsplat is the core handler for the terrain and other items that will need to be shaded with water, lava and snow. The minimum is the Microsplat Core Shader but in order to take advantage of the module, you will need to pick up additional addons. The Microsplat Ultimate Bundle has all - [Map Magic 2](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/microsplat-2/) - Get the Addon Map Magic 2 is a free map handler with several addons to extend functionality. This is not a required terrain handler. You can technically insert whichever terrain handler you would like to use here. This is our prefered terrain system and it allows to design things with large worlds in mind. MapMagic - [EnviroSky](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/envirosky/) - Get the Addon Envirosky is the default sky manager for Atavism and currently what we will be using. As we proceed forward with this, we will add additional weather systems to the mix. Check out our lesson on Enviro Updating the Included Enviro Enviro - The complete dynamic AAA sky and weather solution! Very - [Vegetation Studio Pro](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/vegetation-studio-pro/) - Get the Addon There are several vegetation packages on the Unity asset store, but nothing that matches the functionality of Vegetation Studio and Vegetation Studio Pro. We will be using the Pro version in this lesson as it has more features that allow for better integrations with Microsplat. Vegetation Studio Pro is a vegetation placement and - [Nature Renderer (VSPro Alternative)](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/nature-renderer-vspro-alternative/) - Get the Addon Nature Renderer is an alternative rendering system for your vegetation and handles placement similar to how Vegetation Studio Pro does. We won't be using this in this tutorial, it is here as an alternative solution. Render vast amounts of detailed vegetation. Nature Renderer improves the quality of your vegetation rendering by replacing - [The Vegetation Engine](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/the-vegetation-engine/) - Get the Addon We use The Vegetation Engine to provide shader functionality for our assets that do not support this aspect. In order to support weather related items the shader will need to either be designed for that aspect or will need to be updated to provide this support. Since most of the assets on - [Aquas](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/aquas-2020/) - Get the Addon Aquas - Built in Render Pipeline (formerly Aquas 2020) will provide our water solution for our scenes. This will allow for vast amounts of water or smaller pools like lakes. AQUAS is a full-featured water system to simulate flat water for all types of platforms, environments and games. It is is highly customizable and - [WAPI](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/wapi/) - Get the Addon WAPI or the World API is built into Atavism and there is no need to update this. World Manager (WAPI) is a generic world and environment command and control system for Unity that enables environmental assets to play nicely together. It does this by providing a simple but powerful interface that allows - [Build Your Scene](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/build-your-scene/) - Introduction In order to make our work easier, we need to create a blank scene that we will utilize anytime we need to create a new scene. This will allow us to quickly and easily replicate the work we have done, while minimizing the work needed to be done. For more information on this, see - [Ambient Sounds](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/ambient-sounds/) - Get the Addon We will be utilizing the Ambient Sounds in order to provide a sound scape for the player to walk through and enjoy based on the time of the game server. This is entirely optional and will only provide better immersion for the player. ​​​​​​​Ambient Sounds is an easy to use sound system - [Air](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/air/) - Enviro We will need to add three Scripts to a new GameObject in your scene. These will hold your Enviro objects and allow you to easily access the management modules. Once added, we will create either a Standard or Lite instance and choose our pipeline. See Updating the Included Enviro for more information on the - [Fire](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/fire/) - [Earth - Map Magic](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/earth-map-magic/) - Map Magic When you first create your map magic object, there will be nothing in the scene. Click on Create Empty to start your Graph Creation Process. The bare minimum is either an Import or create a series of generators to build a terrain and a height output. These two objects will allow you - [Earth – MicroSplat](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/earth-microsplat/) - MicroSplat Create a Microsplay output object on your MapMagic Graph. Drag the created Material from above into the field for it. A common error is that you will have a message indicating that you have a non MicroSplat material in usage. In order for this to properly work, you will need to make sure - [Water - Aquas](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/water-aquas/) - Aquas Aquas is one of best water assets to use for a low cost and good looking solution. It allows for multiple water sources to be created per scene, which allows easier streaming functionality. This lesson will cover this asset and how to load it into Atavism and cover any gotchas along the way. - [Water - Suimono](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/water-suimono/) - [Water - Low Poly Water - Builtin & URP - Poseidon](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/water-low-poly-water-builtin-urp-poseidon/) - [Water - R.A.M.](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/water-r-a-m/) - [Prefab and Variant Generation](https://hngamers.com/courses/atavism-toolbox/lessons/prefab-and-variant-generation/) - About this Plugin When you purchase an asset from the asset store, and depending on what you are buying, it comes with a series of prefabs and example items that were created by the asset owner. In this case we are talking about models and materials that comprise your game world. If we use Synty - [Mob Generation](https://hngamers.com/courses/atavism-toolbox/lessons/mob-generation/) - About this Plugin This is a follow up to the plugin Prefab and Variant Generation if you have not done this, please make sure to read that lesson first. You will generate your mobs from the items created in that process. Using our example of the dogs, we will create a mob object element. If - [Mob to Database System](https://hngamers.com/courses/atavism-toolbox/lessons/mob-to-database-system/) - Overview The Mob to Database system is a script that will allow you to scan folders in your project to find any mobs that might be defined in those paths. The script will then attempt to find them in the database and if missing insert them for you if desired. There are numerous settings that - [Atavism Icon Generator Room](https://hngamers.com/courses/atavism-toolbox/lessons/atavism-icon-room/) - Room Settings These are mostly "do not adjust" settings that handle the core of the addon. Compute Shader This is the shader that does all the work to remove the background colors from the icon when you enable transparency. This looks for a specific color of gray (81-83) and then removes this from - [Earth - Map Magic to VSP](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/earth-map-magic-to-vsp/) - Map Magic Exports In Map Magic, create an Map Export object for VS Pro Maps for each of the groups you created before and then use whatever method you like to connect your Texture output, to the VSP Map. Select the channels that this export should map to, in this instance it is selected on - [Earth - VSP](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/earth-vsp/) - Core Setup In this scene a "Core" VSP will need to be created. This object will be used by all of the other scripts to put data into and then it will be copied to the end terrain in the scene. In the example image shown here, the core object can be seen which will - [Mount to Database](https://hngamers.com/courses/atavism-toolbox/lessons/mount-to-database/) - This is a C# script with some dependencies on Unity and Atavism libraries. The script defines several classes and an enum that can be used in a Unity game development project. First, the script imports several necessary libraries: System: a basic .NET library. System.Collections and System.Collections.Generic: these libraries provide access to collection classes such as - [Prepare Models For Atavism](https://hngamers.com/courses/atavism-toolbox/lessons/prepare-models-for-atavism/) - The PrepareModelsForAtavism class in C# provides functionality to prepare models for use in Atavism MMO game engine. It can be used to process a folder containing prefabs with skinned mesh renderers and prepare them for Atavism by creating separate meshes and mesh renderers. API Documentation PrepareModelsForAtavism is a script that prepares 3D models for use - [Child Reset Rotation](https://hngamers.com/courses/atavism-toolbox/lessons/child-reset-rotation/) - ChildRotationReset API Documentation This is a MonoBehaviour script in Unity Editor that is used to process and reset the rotation of child objects in prefabs, as well as rename the prefab objects based on their parent folder name. Class Members: Private Members List equipmentDisplays: A list to store the equipment displays. UnityEngine.Object equipmentPathObject: The equipment - [Equipment Display Generator](https://hngamers.com/courses/atavism-toolbox/lessons/equipment-display-generator/) - API Documentation EquipmentObject This class represents an equipment object. It contains the following properties: folderToProcess: The folder that the script will parse and build objects from for the folder processing. This property is of type UnityEngine.Object. folderToSaveVariant: Your project specific folder for the items that are generated to be saved too. This property is of type UnityEngine.Object. - [nHance Generator](https://hngamers.com/courses/atavism-toolbox/lessons/nhance-generator/) - nHanceGenerator API Documentation Introduction The nHanceGenerator is a script that generates prefab variants and parent objects from a set of game objects and materials. The script is built in Unity using the MonoBehaviour class and serialized fields for the user interface. Classes nHanceGenerator The nHanceGenerator class is the main class of the script and contains - [Modular Replacement Generator](https://hngamers.com/courses/atavism-toolbox/lessons/modular-replacement-generator/) - Overview The ModularReplacementGenerator class is part of the HNGamers.Atavism namespace and is used in the Unity Editor to generate replacement items for modular objects. Interface There are no interfaces implemented in this class. Constructors Constructor Description ModularReplacementGenerator() Constructor for ModularReplacementGenerator class. Methods Method Return Type Description BuildReplacementItem(GameObject prefab, UnityEngine.Object folder) ScriptableObject Builds a replacement item - [Mount To Database System](https://hngamers.com/courses/atavism-toolbox/lessons/mount-to-database-system/) - Overview Page: This C# script contains two namespaces; HNGamers and Atavism. The HNGamers namespace has two classes; MountToDatabaseSystem and MountPrefabHolder. The Atavism namespace has three classes; AtavismEffectOverride, MountToDatabaseSystem, and MountPrefabHolder. Interface Pages: Interface Description MountToDatabaseSystem Interface for processing mount data and adding it to the database. Contains a list of folders to process and a - [Obtaining the Addon](https://hngamers.com/courses/atavism-toolbox/lessons/obtaining-the-addon-3/) - To download a file from the given Dropbox location, follow these steps: Click on the link provided: https://www.dropbox.com/sh/6e7rsu4f6lalwa9/AADiqYfqf2rYuK4YcKAICiVAa?dl=0 The link will open a Dropbox folder. Browse through the files and folders to find the file you want to download. Once you have located the file you want to download, click on it to select it. - [Microverse](https://hngamers.com/courses/alternative-weather-for-atavism/lessons/microverse/) - [Cleaning Up](https://hngamers.com/courses/atavism-windows-server-and-client-setup/lessons/cleaning-up/) - [Get the required items](https://hngamers.com/courses/atavism-modular-customization/lessons/polygon-modular-fantasy-hero-characters/) - This lesson requires the Synty Modular Fantasy Hero Characters, click this link or the picture above to go to the store front to purchase this asset. A low poly Modular Character asset pack to create characters for your fantasy game or make a character creator for your players to make their own hero. - [Scene Setup](https://hngamers.com/courses/atavism-modular-customization/lessons/scene-setup/) - In order to add new sliders for the Modular Character system, you will need to modify the Character selection screen and expands the Canvas until you see the Head and Boby panels,which will be under the Head/Scroll view options. Once expanded, you can select the DNA Panel which will provide you with access - [Functions](https://hngamers.com/courses/atavism-modular-customization/lessons/functions/) - public void SwitchHair() Cycles through all of the objects in the list that correspond to this function. public void SwitchHairBack() Cycles through all of the objects in the list that correspond to this function. public void SwitchBeard() Cycles through all of the objects in the list that correspond to this function. public void SwitchBeardBack() Cycles - [General Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/general-tab/) - Overview The general tab sets up the slots, provides a space for saving faith to the character, sets the gender of this character, and provides access to the toggles for various internal service functions. Below we will outline the various items that are on this screen. Gender Gender should be a fairly - [Selection Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/parts-tab/) - Main Modular Character Center The main section of the models center provides the required parts to change the model parts throughout the system. When the server loads a player, it contains the values that the modular system uses to switch the parts to the desired setting. These are required for the system to - [Replacement Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/replacement-tab/) - Replacement Items Replacement items are a special use case where the character is actually being replaced in the scene with another object that is on the same skeleton. This allows for a modular style character selection from non modular characters. It can also be used to extend modular characters that are setup with - [Skinned Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/nhance-tab/) - nHance Model Swapping In order to activate the system, make sure to checkmark the box to allow model swapping. This is required as this causes the system to switch it's internal functions to allow the models to be different parts. Model Parts Select the default items for the nHance model and place them here in - [Morph Shapes Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/infinity-pbr-tab/) - InfinityPBR Integration Script This script supports the original version of the PBR scripts, the SFB_Blendshape manager. This is included in Atavism for the Bomberbugs and the original prefabs provided by Atavism and the Infinity PBR team. You can support all versions of blendshape models with this as long as the blendshape items conform to - [Default Parts Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/model-parts-tab/) - Default Parts Tab - thevisad - # - [Directories Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/directories-tab/) - This is an obsolete tab and will be removed in future releases. - [Materials Tab](https://hngamers.com/courses/atavism-modular-customization/lessons/materials-tab/) - Enable Instancing This is to enable the GPU instancing functionality of the Unity material. The issue with this is that the materials are only used a single time on a single item in the scene, so we do not gain a benefit from this feature. This might cause more performance issues in the long run - [Color Options](https://hngamers.com/courses/atavism-modular-customization/lessons/color-options/) - Allow Different Hair Colors This toggle will change the system to allow you to set a hair color and then a different beard, eyebrow and mustache color if so desired. Note: This does require a new instanced material for each of these items. This will increase the number of materials created at runtime from 1 - [Default Colors](https://hngamers.com/courses/atavism-modular-customization/lessons/default-colors/) - The colors tab is designed to provide the default color that will be used when creating and spawning a new character. During the initial login and character customization screen the players settings are saved to the Atavism database in the character blob. The system will first apply the default color, then verify if there is - [Color Selections](https://hngamers.com/courses/atavism-modular-customization/lessons/color-selections/) - [Modular Customization Manager X.4 and Previous](https://hngamers.com/courses/atavism-modular-customization/lessons/modular-customization-manager-x-4-and-previous/) - Modular Character Customization System Atavism Edition 0.7.4.7 Created by TheVisad @ HNGamers This install is obsolete and just here for the history of the documentation. Users may always use this version of they are on an older version of Atavism prior to X.5. Modular Downloads https://www.dropbox.com/sh/fo0ph57lhpo3a94/AABbeAD2SVwplUZ2Ck_NXSFya?dl=0 Introduction Welcome to the Atavism Modular Character - [Current Addons](https://hngamers.com/courses/atavism-modular-customization/lessons/current-addons/) - [Atavism Modular Character System Overview - Old](https://hngamers.com/courses/atavism-modular-customization/lessons/old-videos/) - [Atavism Basic Character](https://hngamers.com/courses/atavism-modular-customization/lessons/atavism-basic-character/) - Atavism Basic Character The basic Atavism character requires a few items for the system to function properly. We will go over each of these settings below. Animator See the Unity Docs: https://docs.unity3d.com/ScriptReference/Animator.html The Animator is the control center of the characters movement and contains all of the settings below. Controller See the Unity Docs: - [Atavism Editor](https://hngamers.com/courses/atavism-modular-customization/lessons/atavism-editor/) - Create your Race If your race is a new one outside of the standard Human and Orc that comes with Atavism, you will need to create the race before you can use it. Once it has been created, you will have it available inside of your character selection. Create Your Character Creating your - [Atavism Prefab Creation](https://hngamers.com/courses/atavism-modular-customization/lessons/atavism-prefab-creation/) - Folder Structure You will need to create many prefabs for your game, so it's a great idea to create a folder structure that will allow you to quickly identify the items. In our example here, we have created the HNGamers folder with a Resources folder under that. We have two folder structures, one for - [Atavism Race Creation](https://hngamers.com/courses/atavism-modular-customization/lessons/atavism-race-creation/) - [Atavism Mob Appearance](https://hngamers.com/courses/atavism-modular-customization/lessons/atavism-mob-appearance-2/) - Mob Appearance Script When you add the Atavism Mob appearance script, it will be empty. The main items to modify in this are the Portrait icon and the Sockets. Watch the example video below that goes through setting up the main hand, the off hand and the head. Any location you wish to mount an - [Building your own Atavism NON UMA Prefab](https://hngamers.com/courses/atavism-modular-customization/lessons/building-your-own-prefab/) - Overview This course provides a detailed guide on setting up Atavism NON Uma for Modular in just 15 minutes. It's designed for beginners and intermediate users who want to efficiently implement Atavism in their projects. Lesson Structure: Lesson 1: Introduction to Atavism NON Uma for Modular Objective: Introduce the course and explain the purpose of - [Using the provided prefab](https://hngamers.com/courses/atavism-modular-customization/lessons/using-the-provided-prefab/) - Overview The Modular system comes with an exiting prefab to get your game up and running as fast as possible. All of the work that was shown in the Building your own Prefab lesson has already been done to these models. You can implement this immediately in your game. Assets/PolygonFantasyHeroCharacters/Prefabs/ModularCharacters.prefab Parent Prefab - [Update the Plugin](https://hngamers.com/courses/atavism-modular-customization/lessons/update-the-plugin/) - Atavism Version The plugin has been native to Atavism since X.5 and has been updated since then. The version inside of X.5 would be considered 7.6 and the version embedded in X.6 would be considered 7.7. Since then there have been multiple updated for the plugin to bring it forward to support all - [Reporting an issue](https://hngamers.com/courses/atavism-modular-customization/lessons/reporting-an-issue/) - Please report all issues with the Addon to the #entities-tools channel in the Atavism discord. For reporting issues, try to follow with the template below so that we can get all the pertinent information in a single message. This will allow the shortest troubleshooting time for any issues discovered. Atavism Version: - [Run the Tools](https://hngamers.com/courses/atavism-modular-customization/lessons/run-the-tools-2/) - [Error Messages](https://hngamers.com/courses/atavism-modular-customization/lessons/error-messages/) - If you receive this error message, something in the install did not succeed. Please reinstall the latest version of the Modular Addon to resolve this issue. - [Old Video](https://hngamers.com/courses/atavism-windows-server-and-client-setup/lessons/old-video/) - https://www.youtube.com/watch?v=LznOXiZxiyo - [Creating a Modular Replaceable Character](https://hngamers.com/courses/atavism-modular-customization/lessons/creati/) - Create your Replacement Item Duplicate one of the prefabs inside of the character that you will be replacing. In this case we are replacing the Synty characters from the City character set. You want to select an item that is skinned to the skeleton that the characters avatar is built on. The item you are - [System Setup](https://hngamers.com/courses/unity-harvesting/lessons/system-setup/) - Player Configuration The player configuration is the heart of the operation and requires a single script on the player object. Open your player prefab and attach the Harvester Script object. See the example on the next page for a configured screen or check in the example folders to see how the examples are set up. - [Obtaining the Addon](https://hngamers.com/courses/unity-harvesting/lessons/obtaining-the-addon-2/) - You can obtain this in our store front for the time being. - [Updating the Addon](https://hngamers.com/courses/unity-harvesting/lessons/updating-the-addon-4/) - [Third Party Supported Assets](https://hngamers.com/courses/unity-harvesting/lessons/third-party-supported-features/) - RPG Builder We support RPG Builder for harvesting and spell interactions as well. VIS2k supported systems Contained within the scripts folder for each system, you will find a zip file with the included demo scripts. Please extract these to the proper folders and merge them into your own scripts using Beyond Compare, Winmerge or - [Accessing the Explosion System](https://hngamers.com/courses/unity-harvesting/lessons/accessing-the-explosion-system/) - General Usage Vis2k Supported Items The explosion system for the projectiles and other weaponry is done by merging the correct script and then enabling the Interact with Harvestable and Enable Harvestable Explosion options on the correct item. - [Vegetation Studio and Pro Support](https://hngamers.com/courses/unity-harvesting/lessons/vegetation-studio-and-pro-support/) - By default the system supports Vegetation Studio Pro right out of the box. Installing VSP will override the usage of the Unity terrain system and prevent the Unity terrain from functioning if it was set up prior to installing VSP. If this is the case, simply configure the VSP settings the same as the terrain - [FAQ](https://hngamers.com/courses/unity-harvesting/lessons/faq/) - Can I have terrain objects that are not harvestable and items that are? Yes, this is fairly simple to achieve. The system expects that there will be no collider on the object, and that you will use the collider that it provides. In the event that you do not want this object to be harvestable, - [Potential Issues](https://hngamers.com/courses/unity-harvesting/lessons/potential-issues/) - CmdUseItem rejected In uSurvival there is a predictive cooldown that occurs that seems to be blocking clients usage of items if it happens out of sequence from what is expected. I believe this to be a bug in this function as it stands as this occurs in the default uSurvival installed from the asset store. - [Harvestable Object Generator](https://hngamers.com/courses/unity-harvesting/lessons/harvestable-object-generator/) - The automated system requires three models to function properly. The first model is a prefab containing the item to be harvested and tagged with the vegetation type to harvest. The second is a prefab created by duplicating the first and adding the Harvestable Object script, which also adds the Network Identity script. Colliders are added - [Terrain Setup](https://hngamers.com/courses/unity-harvesting/lessons/terrain-setup/) - Terrain Setup This depends on if you are using Vegetation Studio Pro. If you are using VSP, then you do not need to add the terrain backup script to the terrain and you can skip this part. If you are not using Vegetation Studio Pro then you can use this setup process. Add a - [Configuring Tags](https://hngamers.com/courses/unity-harvesting/lessons/configuring-tags/) - For each of the harvestable objects and tool types you will be creating you will need to create a tag to correspond with that item. Here I have examples of various types of items that are in the harvestable objects. This system supports anything as a harvestable object with this method. The system will not - [Harvestable Configuration Manual](https://hngamers.com/courses/unity-harvesting/lessons/harvestable-configuration-manual/) - There are three models that are required for this to function properly. For this example, we are using a tree; however, this can be used for rocks or any other object type you are wanting to harvest. Scene objects are not needed for direct harvestable objects spawned into the scene and are only used for - [Fly Camera](https://hngamers.com/courses/unity-harvesting/lessons/fly-camera/) - Introduction The Fly Camera is a camera control system that enables users to navigate around a 3D scene freely. It provides an intuitive and flexible way of moving the camera by allowing the user to control the camera's position, orientation, and field of view. The Fly Camera is useful for exploring complex 3D environments, inspecting - [HarvestableChild](https://hngamers.com/courses/unity-harvesting/lessons/harvestablechild/) - Introduction HarvestableChild is a class in the Harvester system which defines the properties and behaviors of the child objects that can be harvested by the Harvester. These child objects are generated by the Harvester when it interacts with a parent object in the scene that has been marked as harvestable. Each HarvestableChild has a - [HarvestableCollider](https://hngamers.com/courses/unity-harvesting/lessons/harvestablecollider/) - Introduction HarvestableCollider is a C# script that defines the collider for the harvestable objects in the game. The script is part of a larger game development project and is responsible for determining the size, shape, and position of the collider for harvestable objects. The main purpose of the HarvestableCollider is to ensure that when a - [HarvestableMask](https://hngamers.com/courses/unity-harvesting/lessons/harvestablemask/) - Introduction HarvestableMask is a C# class that is used in the Unity game engine to specify the area where objects can be harvested from the terrain. It is part of a larger system used to create a realistic and immersive environment for players to interact with. The HarvestableMask class defines the boundary for the harvestable - [HarvestableObject](https://hngamers.com/courses/unity-harvesting/lessons/harvestableobject/) - Introduction The HarvestableObject is a class in the Unity game engine that represents an object that can be harvested by the player or other entities in the game. It contains a variety of properties and methods that allow it to be customized and interacted with in different ways. HarvestableObjects can be configured with a range - [HarvesterCameraFollow](https://hngamers.com/courses/unity-harvesting/lessons/harvestercamerafollow/) - Introduction - [HarvesterObjectGenerator](https://hngamers.com/courses/unity-harvesting/lessons/harvesterobjectgenerator/) - Introduction The HarvesterObjectGenerator is a C# class that generates and stores objects that can be harvested by the Harvester class. The objects are stored in a HarvesterObjectsSystem array, which contains information such as the object's tag, prefab, harvested prefab, mass, spawn probabilities, and other properties. The class generates a networked instance of the objects when - [HarvesterObjectHealthBar](https://hngamers.com/courses/unity-harvesting/lessons/harvesterobjecthealthbar/) - Introduction The HarvesterObjectHealthBar is a C# script component in Unity game engine that handles the health bar of the harvestable objects in the game world. It renders a UI bar that shows the health of the harvestable object, with a configurable maximum health and color scheme. The component works by subscribing to events emitted by - [HarvesterObjects](https://hngamers.com/courses/unity-harvesting/lessons/harvesterobjects/) - Introduction The HarvesterObjects class in the Unity engine is used to define different types of harvestable objects, such as trees, rocks, or plants, and store relevant data about them, such as their mass, the amount of resources they yield, and the types of objects they can be harvested with. Each HarvesterObjects instance contains a reference - [HarvesterTerrainBackup](https://hngamers.com/courses/unity-harvesting/lessons/harvesterterrainbackup/) - Introduction HarvesterTerrainBackup is a class that handles terrain backup for the Harvester system. It is responsible for creating a backup of terrain data in a given area and restoring it when needed. When the Harvester is initialized, the HarvesterTerrainBackup class creates a backup of the terrain data within the specified range. It does this by - [HarvesterTerrainMask](https://hngamers.com/courses/unity-harvesting/lessons/harvesterterrainmask/) - Introduction The HarvesterTerrainMask is a C# script in a Unity game development project that represents a component of the Harvester class. This script generates a TerrainMask which is used to mask out areas of a terrain in a game where the harvester cannot operate. The HarvesterTerrainMask class creates a Texture2D and a RenderTexture that are - [HarvesterTool](https://hngamers.com/courses/unity-harvesting/lessons/harvestertool/) - Introduction The HarvesterTool is a C# class that represents a tool used in the Unity game engine to harvest objects from a terrain. It contains a variety of settings and properties that allow the user to configure how the tool interacts with the environment. The tool works by using raycasting to detect when the user - [HarvesterTreeInstance](https://hngamers.com/courses/unity-harvesting/lessons/harvestertreeinstance/) - Introduction The HarvesterTreeInstance is a class that represents a single tree in a Unity scene that is to be harvested. It stores information about the tree such as its position, rotation, and scale, as well as the tree's health, harvest progress, and whether it has been fully harvested. It is used by the Harvester system - [SyncListHarvesterTree](https://hngamers.com/courses/unity-harvesting/lessons/synclistharvestertree/) - Introduction The SyncListHarvesterTree is a class in the Unity engine that provides a synchronized list of HarvesterTreeInstance objects across the network in real-time. It is used in conjunction with the NetworkBehaviour component to ensure that all clients are aware of the state of the list and can interact with it accordingly. The SyncListHarvesterTree class automatically - [SyncListVegetationInstance](https://hngamers.com/courses/unity-harvesting/lessons/synclistvegetationinstance/) - Introduction The SyncListVegetationInstance is a class in Unity that extends the SyncListStruct class, which is a serializable class that can synchronize the state of structs across clients in a Unity Multiplayer Networking environment. The SyncListVegetationInstance is specifically used to synchronize the state of vegetation instances across clients in the environment. This class contains the properties - [Harvester](https://hngamers.com/courses/unity-harvesting/lessons/harvester/) - Introduction The Harvesting System is a modular and extensible tool for procedurally generating and managing resources in virtual environments. It consists of various components such as the Harvester, Harvestable objects, Harvestable Colliders, and Harvestable Masks that work together to simulate the process of harvesting resources. The system also includes features such as network synchronization, real-time - [Introduction](https://hngamers.com/courses/unity-harvesting/lessons/introduction/) - The Harvester is a C# class that is designed to be used in Unity game development. It is a modular system that can be easily integrated into a game project to provide a robust and efficient system for harvesting resources, including plants, trees, rocks, and other objects. The Harvester is designed to be flexible - [Obtain a server](https://hngamers.com/courses/atavism-linux-server-install-2/lessons/obtain-a-server/) - [Download the Software](https://hngamers.com/courses/atavism-linux-server-install-2/lessons/download-the-software/) - [Install MySQL](https://hngamers.com/courses/atavism-linux-server-install-2/lessons/install-mysql/) - [Building your own Prefab](https://hngamers.com/courses/atavism-modular-customization/lessons/building-your-own-prefab-2/) - HNGamers - Atavism Modular Customization - Generic Single Body Character - Building your own Prefab - [Installing and Configuring Apache2 for File Browsing and .htaccess Overrides](https://hngamers.com/courses/atavism-linux-server-install-2/lessons/installing-and-configuring-apache2-for-file-browsing-and-htaccess-overrides/) - Learn to install and configure Apache2 for web hosting. Master file browsing setup and .htaccess overrides in this comprehensive Apache2 guide. - [Enabling a New Subdomain in Apache2 for Patching](https://hngamers.com/courses/atavism-linux-server-install-2/lessons/enabling-a-new-subdomain-in-apache2/) - Master Apache2: Learn to disable the default site and set up a new subdomain. Perfect for beginners aiming to manage web servers effectively. - [Morph System Manager](https://hngamers.com/courses/atavism-modular-customization/lessons/morph-system-manager/) - Introduction The Morph System Manager is an essential tool within the Atavism framework designed for game developers. It's specifically tailored for X.9 to expose blendshapes on character models, enabling the saving of these shapes into the Atavism Database. This module will guide you through the process of setting up and using the Morph System - [Character Creation Scene](https://hngamers.com/courses/atavism-modular-customization/lessons/character-creation-scene/) - Introduction This module focuses on integrating the Morph System Manager into the Character Creation scene in Atavism. We will cover how to set up the panel that displays the Morph List Items and ensure seamless character customization. Preparing the Character Creation Scene Reference Panel for Morph List Items: The Character Creation scene requires a specific - [Building your own Synty Prefab](https://hngamers.com/courses/atavism-modular-customization/lessons/building-your-own-synty-prefab/) - [Skinned Mesh Model Configuration](https://hngamers.com/courses/atavism-modular-customization/lessons/skinned-mesh-model-configuration/) - Skinned Mesh Support Skinned Support Starting in 9.0.6 support was added for swapping skinned mesh renderers, select the check to enable this part. Add in all of the model parts from your character to fill out the required slots. Equipment Display Starting in 9.0.6 support for Skinned Mesh Renderer was added to the - [Character Color Selections](https://hngamers.com/courses/atavism-modular-customization/lessons/character-color-selections/) - [Install required Items](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/install-required-items/) - Wordpress You will need a copy of Wordpress on your server, our instructions below will walk through the process to install this. We are providing links to the resources so that you can identify the items needed. https://wordpress.org/ Putty PuTTY is an SSH and telnet client, developed originally by Simon Tatham for the Windows - [Change Default PHP settings](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/change-default-php-settings/) - By default, PHP file upload size is set to a maximum of 2MB. You can change this amount and we will need to change this to something more realistic for todays servers. Using Putty, make sure you are connected to your development machine. We will be editing the default PHP file, sudo nano /etc/php/7.4/apache2/php.ini - [SSH Public Key Authentication](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/ssh-public-key-authentication/) - Only use this process if you are installing your website on a remote server from your game server. You already configured this for the game server, if this is a Local Server install, skip this step. You will need to create a SSH keyfile so that you can authenticate with this server in a - [Local Server Install](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/local-server-install-2/) - Use this process if you are installing it on the same server as your game server. Use the user created here for accessing the mysql server when configuring your access to the database for your server. Skip Public Key authentication and the remote server setup. - [Remote Server Install](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/remote-server-install/) - Only use this process if you are installing your website on a remote server from your game server. You already configured this for the game server, if this is a Local Server install, skip this step. Create the SSH tunnel and then start it. SSH Public Key Authentication ssh-copy-id -i /home/ubuntu/.ssh/id_ed25519.pub websiteuser@remoteserverip-fqdn *note if - [MySQL Configuration](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/mysql-configuration/) - Only use this process if you are installing your website on a remote server from your game server. You already configured this for the game server, if this is a Local Server install, skip this step. Secure your installation of MySQL, it’s recommended to disable root remote access, turn off anonymous users and delete - [MySQL Users](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/mysql-users/) - Log into MySQL at the command line by typing the following and hitting enter. If this is the local server instead of a remote, sudo mysql -u root -p At the MySQL prompt, run the following commands. Make sure to change 'YourPasswordHere' to a properly secure password. CREATE USER 'websiteuser'@'localhost' IDENTIFIED WITH - [Firewall Configuration](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/firewall-configuration/) - To make sure you can communicate with the server, but prevent unauthorized access to additional ports, we will lock down the firewall. Notice we call out the port 3306 as being not recommended through the firewall. In our demo, we have blocked the access for this port and won’t allow this through the firewall. All - [Install Plugins](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/install-plugins/) - Get the integration from the #cms-dev channel You will find it pinned in the channel, make sure to grab the version — 11/19/2019 by Pelix. Go to your Plugin manager in Wordpress, select add Plugin and then Choose File. Select the plugin you downloaded from the dev channel and upload this to the server. - [Web Server Connection](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/web-server-connection-2/) - This snippet is what is required for your server to reach out to your web server and verify your users. More on this in the next guide. Edit the file /opt/atavism_server/bin/auth_server.py on your game server and change the following lines by removing the # in front of them. Change the URL to your verify account - [Tutorial Software Required](https://hngamers.com/courses/atavism-linux-server-install/lessons/tutorial-software-required/) - Required Software For the lessons in this course, you will need to get a copy of the latest version of each of the following applications. Links have been provided to take you directly to the sites required. Grab a copy and install this on your development machine. Putty PuTTY is an SSH and - [Connecting to a Server with PuTTY](https://hngamers.com/courses/atavism-linux-server-install/lessons/putty-configuration/) - Walk through the process of using PuTTY, a free and open-source terminal emulator, serial console, and network file transfer application, to connect to a server - [Connecting to FTP or SFTP Servers with WinSCP](https://hngamers.com/courses/atavism-linux-server-install/lessons/winscp-configuration/) - In this lesson, we will guide you through the process of using WinSCP to connect to an FTP or SFTP server. - [Basic Machine Requirement Installation](https://hngamers.com/courses/atavism-linux-server-install/lessons/basic-machine-requirement-installation/) - Putty Setup Connect to your server using Putty using the account you set up earlier, the first time you connect you will get a message similar to this. Select Yes to proceed and save your server data to your local server cache. Putty Configuration Once logged into the server execute the following commands. This - [Copying Files](https://hngamers.com/courses/atavism-linux-server-install/lessons/copying-files/) - Download the Atavism Server from your Atavism apanel and copy them from your computer to the /home/ubuntu folder on the server. You can drag them from one window to the other. We will use WinSCP or something similar for this. You can see that we have transferred the latest build to the folder structure. - [Server User Account Creation](https://hngamers.com/courses/atavism-linux-server-install/lessons/server-user-account-creation/) - Execute the following command on your server and follow the prompts to create a user, make sure to utilize a secure password scheme. This user will be for running the Atavism server and all tasks to start and stop the server. Again, never run your game servers under root accounts! This is a huge - [MySQL Configuration](https://hngamers.com/courses/atavism-linux-server-install/lessons/mysql-configuration-2/) - Secure your installation of MySQL, it’s recommended to disable root remote access, turn off anonymous users and delete the test database. Choose either Low or Medium security when installing the database. I choose medium for this tutorial and then modified the settings to the standards I desire, which did not include special characters. - [MySQL Gotchas](https://hngamers.com/courses/atavism-linux-server-install/lessons/mysql-gotchas/) - If you choose one of the higher settings, like Medium it will add requirements such as a special character. The step from low to medium adds a significant amount of complexity and this additional requirement might be too much. I have found in my testing that special characters can cause an issue with - [Swap Disk Creation](https://hngamers.com/courses/atavism-linux-server-install/lessons/swap-disk-creation/) - Let’s create a swap file if there isn’t one on the server, it will help the game server run better. Type the following, if your return is 0’s like below then you need to enable a swap file. This creates a swapfile of 2 gb, changing 2048 to the value you want by multiplying the - [Server Installation and Configuration](https://hngamers.com/courses/atavism-linux-server-install/lessons/server-installation-and-configuration/) - Download the latest version of the Atavism Server from your apanel, once it is downloaded connect to your server using WinSCP, see how to connect above and transfer files. Remember to store all files in /home/ubuntu. WinSCP Configuration All server files will be stored in /opt, this command will extract the - [Configure MySQL Databases](https://hngamers.com/courses/atavism-linux-server-install/lessons/configure-mysql-databases/) - Either run Core database or Demo database but do not do both of the items. It is highly recommended that you use Demo unless you know how to stand up core. Core database cd /opt/atavism_server/sql/New_Install_Core sudo mysql -u gameadmin -p admin < /opt/atavism_server/sql/New_Install_Core/admin.sql sudo mysql -u gameadmin -p atavism < /opt/atavism_server/sql/New_Install_Core/atavism.sql sudo mysql - [Generating and Managing SSL Keys for Atavism Server](https://hngamers.com/courses/atavism-linux-server-install/lessons/create-public-and-private-keys/) - Welcome to this detailed lesson on managing SSL keys for Atavism server. We'll go through each command, understand its purpose, and learn why it's essential for securing your Atavism server. Overview Secure communication is vital in any server environment, especially in gaming servers like Atavism. SSL (Secure Sockets Layer) encryption ensures that the data transmitted - [Firewall Configuration](https://hngamers.com/courses/atavism-linux-server-install/lessons/firewall-configuration-2/) - To make sure you can communicate with the server, but prevent unauthorized access to additional ports, we will lock down the firewall. Notice we call out the port 3306 as being not recommended through the firewall. In our demo, we have blocked the access for this port and won’t allow this through the firewall. All - [Development Machine SSH Tunnel Configuration](https://hngamers.com/courses/atavism-linux-server-install/lessons/development-machine-ssh-tunnel-configuration/) - Setting up an SSH tunnel configuration for MySQL using PuTTY on Windows allows you to securely connect to a remote MySQL server through an encrypted SSH connection. Here is a step-by-step guide on how to set up a machine SSH tunnel configuration for MySQL using PuTTY: Step 1: Download and install PuTTY If you haven't - [MySQL Workbench Configuration](https://hngamers.com/courses/atavism-linux-server-install/lessons/mysql-workbench-configuration/) - On the main screen of the MySQL Workbench, click the + sign to create a new profile. You will connect to 127.0.0.1 or localhost with the port you specified in the SSH configuration above. Development Machine SSH Tunnel Configuration - [SSH Public Key Authentication](https://hngamers.com/courses/atavism-linux-server-install/lessons/ssh-public-key-authentication-2/) - You will need to create a SSH keyfile so that you can authenticate with this server in a secure fashion. You need to execute this as the ubuntu user, do not use sudo for the ssh-keygen command. You may name this key anything you want by replacing "My key for My Atavism Server" - [PuttyGen](https://hngamers.com/courses/atavism-linux-server-install/lessons/puttygen/) - Using PuttyGen which should be in the package you downloaded and installed from the Putty Site above. Click on Conversions -> Import key and open the file named id_ed25519 that you downloaded from the server above. The Save Private Key button will become active, save the file as id_ed25519.ppk - [Game Server OwnerShip](https://hngamers.com/courses/atavism-linux-server-install/lessons/game-server-ownership/) - Since we have created user for running the game server, we want to give ownership of the files in the folder to this user. This command will provide ownership to the atavism user and the atavism group to the files and folders inside of the path and all of the subfolders under that. sudo chown - [Logging Settings](https://hngamers.com/courses/atavism-linux-server-install/lessons/logging-settings/) - If your game server disk is smaller then log space will be minimal. We need to ensure that your disk does not increase in size too much. Change the following setting in both property files. atavism.log_level=1 - [Auth and World Server Online Offline Configuration](https://hngamers.com/courses/atavism-linux-server-install/lessons/auth-and-world-server-online-offline-configuration/) - Offline C9nfiguration In order for your server online and offline status to become available, you will need to fill in a table with the current status of the server. This lesson will step through the process of installing and configuring the server support files to allow an automated process to start, stop, and update the - [Cron Tasks](https://hngamers.com/courses/atavism-linux-server-install/lessons/cron-tasks/) - We need to configure the crontasks for the atavism user, so we change to it and execute the crontab as that user. This will activate the system that checks for the start/restart/stop messages from the web servers and editors. We will execute this only under the atavism user itself so that it executes the crontasks. - [World and Auth Properties](https://hngamers.com/courses/atavism-linux-server-install/lessons/world-and-auth-properties/) - Modify the username and passwords for the world server and auth server so they can connect to the databases. We need to ensure we run these under different accounts so that if one gets compromised it doesn’t bleed over to the other databases. There is one section in the auth.properties to modify. - [Modify PHP Files](https://hngamers.com/courses/atavism-linux-server-install/lessons/modify-php-files/) - Modify the databaseconfig.php file in /opt/servercheck to have the proper username and password that we created earlier. We will use the gamechecker user in this case that was created during the mysql configuration above. In the top of both files is the section to modify. /opt/servercheck/databaseconfig.php $dbhost = "localhost"; $dbuser = "gamechecker"; - [Start Game Servers](https://hngamers.com/courses/atavism-linux-server-install/lessons/start-game-servers/) - Before you start the game severs make sure to follow the setup for the users for the MySQL database. if you get access denied during this, you did not setup the users properly. Make sure to follow the MySQL Configuration At this point we are ready to start the game services. You can - [Stop Game Servers](https://hngamers.com/courses/atavism-linux-server-install/lessons/stop-game-servers/) - You can stop the game services manually; however, we should not do this as ubuntu anymore. We will need to do this as atavism and execute it properly. sudo su atavism cd /opt/atavism_server/bin/ sudo ./auth.sh -vC stop sudo ./world.sh -vC stop exit You can also use the stop/start buttons in the - [All Done](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/all-done/) - Thanks to Martin from Atavism, without his support and desire to have the best product we wouldn’t be here today. Thanks to all the Atavism users who use this! - [Install Plugin](https://hngamers.com/courses/atavism-wordpress-integration/lessons/install/) - Get the integration from the #cms-dev channel You will find it pinned in the channel, make sure to grab the version — 11/19/2019 by Pelix. Go to your Plugin manager in Wordpress, select add Plugin and then Choose File. Select the plugin you downloaded from the dev channel and upload this to the server. - [Configure Plugin Server Configuration](https://hngamers.com/courses/atavism-wordpress-integration/lessons/configure-server/) - Configure the Server settings with the following configuration. Once installed, you will receive this error message if the server configs have not been setup. We will start with a single World Server and N/A on the Xsolla plugin. Once this has been configured, scroll to the bottom of the page and select save. If - [Test Users](https://hngamers.com/courses/atavism-wordpress-integration/lessons/test-users/) - Before we can proceed any further, we need to reset the users in Atavism and allow the web server to control our users logins. In order to do that, follow through this process. We have to do this so that the Atavism players have the same ID as the web server users. If you do - [Configure Auth Server](https://hngamers.com/courses/atavism-wordpress-integration/lessons/configure/) - Modify the file auth_server.py in the \atavism_server\bin folder. These are the settings to allow the external website to authenticate the user. The items that are BOLD below have been changed from the default setting. from atavism.server.engine import * from atavism.server.util import * from atavism.server.plugins import * from atavism.agis.util import * ms = MasterServer.getMasterServer() - [Create MySQL User](https://hngamers.com/courses/atavism-wordpress-integration/lessons/create-mysql-user/) - We will need to create some users on the database server for accessing the game server. These users will be used in the plugin to gain access to the users. Without this the users will not be able to log in or be created. Following with the other guides, we will connect to the server - [Configure Plugin Server Configuration](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/configure-plugin-server-configuration/) - Configure the Server settings with the following configuration. Once installed, you will receive this error message if the server configs have not been setup. We will start with a single World Server and N/A on the Xsolla plugin. Once this has been configured, scroll to the bottom of the page and select save. If - [Redis Install for MySQL Performance](https://hngamers.com/courses/atavism-linux-server-install/lessons/redis-install-for-mysql-performance/) - [Correct a Script issue](https://hngamers.com/courses/atavism-wordpress-integration/lessons/correct-a-script-issue/) - Using the Plugin File Editor, Select the Atavism Integration plugin. Inside this plugin, select the admin_user_management.php file and scroll to line 365 and in that line change the 2& in the line to $user->ID as indicated below. This corrects an issue where the user ID that is selected is always set to 2 and sets it - [Add a Widget](https://hngamers.com/courses/atavism-wordpress-integration/lessons/add-a-widget/) - Start You have one of several ways to add a Widget to your wordpress site. Select one of the options below or multiple to setup the script on your site. Widget System Widgets are built into Wordpress, so you can immediately begin adding these widgets to your site. First, navigate to your Appearance - Widgets - [Thank you and support](https://hngamers.com/courses/atavism-linux-server-install/lessons/thank-you-and-support/) - Thank you for stopping by our site, checking out this tutorial and checking out this support page. You can thank the developer in many ways, pick one below! Store Shop in the HNG Store. Patreon https://www.patreon.com/hngamers Paypal Me https://www.paypal.com/paypalme/thevisad Buy me a coffee https://www.buymeacoffee.com/thevisad Click an ad, buy something Our ads support - [Certbot](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/certbot/) - Certbot is a free, open-source tool that automates the process of obtaining and renewing SSL/TLS certificates for your web server. In this guide, we will walk you through the process of using Certbot to request a certificate for your Apache2 web server. Learn about potential issues from not using a SSL certificate while standing up - [HTTP and HTTPS - Wordpress Issues](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/http-and-https-wordpress-issues/) - In addition to the security and trust issues discussed above, standing up a WordPress site without SSL can also cause problems if you later decide to add an SSL certificate. This is because WordPress is built to work with either HTTP or HTTPS, but not both at the same time. If you initially set up - [Server to Server MySQL SSH Tunnel](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/server-to-server-mysql-ssh-tunnel/) - Introduction Overview of Autossh and its benefits for SSH tunneling. Purpose: Guide on using Autossh for a stable MySQL tunnel between two servers. Section 1: Installing Autossh Updating Package Lists: Command: sudo apt-get update. Purpose: Ensures you have the latest package listings. Installing Autossh: Command: sudo apt-get install autossh. Note: Perform this on both servers. - [Ubuntu Postfix Setup](https://hngamers.com/courses/atavism-linux-server-install/lessons/ubuntu-postfix-setup/) - Postfix is a popular mail transfer agent (MTA) that can be used to send email from a server, including from a WordPress site. Here's a step-by-step guide on how to use postfix on a server to send email from WordPress: Step 1: Install postfix If you haven't already, install postfix on your server using the - [Tripwire Monitoring your Wordpress Install](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/tripwire-monitoring-your-wordpress-install/) - Sure! Here's a step-by-step guide on how to install and configure Tripwire on Ubuntu 22.04: Prerequisites A Ubuntu 22.04 server A user account with sudo privileges Step 1: Install Tripwire Open a terminal window on your Ubuntu server. Install the Tripwire package by running the following command: sudo apt-get update && sudo apt-get install tripwire - [Installing Webmin on Ubuntu](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/installing-webmin-on-ubuntu/) - Introduction: Webmin is a web-based interface for system administration on Unix-like systems. This document provides step-by-step instructions on how to install Webmin on an Ubuntu 20.04 server. Prerequisites: Before proceeding with the installation of Webmin, you must have the following: One Ubuntu 20.04 server with a non-root user with sudo privileges and a UFW firewall - [Setting up a valid SSL/TLS certificate for Webmin using Let's Encrypt](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/setting-up-a-valid-ssl-tls-certificate-for-webmin-using-lets-encrypt/) - Introduction: Webmin is a web-based interface for system administration on Unix-like systems. By default, Webmin uses a self-signed certificate, which is not trusted by web browsers. This document provides step-by-step instructions on how to replace the self-signed certificate with a valid SSL/TLS certificate from Let's Encrypt. Prerequisites: Before proceeding with the installation of a valid - [Adding a swap file to your Ubuntu Server](https://hngamers.com/courses/atavism-wordpress-server-install/lessons/adding-a-swap-file-to-your-ubuntu-server/) - Introduction A swap file is a type of virtual memory that allows your system to use hard disk space to store data that would normally be stored in RAM. When your system runs out of physical memory (RAM), it can use the swap file to temporarily store data that is not currently in use. This - [References and Additional Materials](https://hngamers.com/courses/introduction-to-docker-from-installation-to-production/lessons/references-and-additional-materials/) - Docker Documentation: This should be your first reference for any Docker-related queries. It's exhaustive, frequently updated, and covers everything from the basics to advanced topics. Link Docker Labs GitHub: Docker Labs offers a wide variety of labs and tutorials from beginner to advanced level, covering different aspects of Docker and its related technologies. Link Docker ## Categories - [Uncategorized](https://hngamers.com/category/uncategorized/) - [Unity](https://hngamers.com/category/unity/) - [Technology](https://hngamers.com/category/unity/technology/) - [Games](https://hngamers.com/category/unity/games/) - [AEC](https://hngamers.com/category/unity/aec/) - [Unreal](https://hngamers.com/category/unreal/) - [Game Development](https://hngamers.com/category/game-development/) ## Product categories - [Uncategorized](https://hngamers.com/product-category/uncategorized/) - [Atavism](https://hngamers.com/product-category/atavism/) - [Wordpress](https://hngamers.com/product-category/wordpress/) - [Store](https://hngamers.com/product-category/wordpress/store/) - [Gateway](https://hngamers.com/product-category/wordpress/gateway/) - [Linux](https://hngamers.com/product-category/linux/) - [Unity](https://hngamers.com/product-category/unity/) - [Windows](https://hngamers.com/product-category/windows/) - [Miniatures](https://hngamers.com/product-category/miniatures/) - 3d printed gaming miniatures printed and sold by HNGamers. These will be from various third party content creators. - [Synty](https://hngamers.com/product-category/synty-2/) ## Product tags - [Harvester](https://hngamers.com/product-tag/harvester/) - [C#](https://hngamers.com/product-tag/c/) - [Unity](https://hngamers.com/product-tag/unity/) - [Game Development](https://hngamers.com/product-tag/game-development/) - [Resource Harvesting](https://hngamers.com/product-tag/resource-harvesting/) - [Atavism Store Integration](https://hngamers.com/product-tag/atavism-store-integration/) - [WooCommerce](https://hngamers.com/product-tag/woocommerce/) - [Atavism Online](https://hngamers.com/product-tag/atavism-online/) - [Atavism Core Plugin](https://hngamers.com/product-tag/atavism-core-plugin/) - [Ioncube loaders](https://hngamers.com/product-tag/ioncube-loaders/) - [sending money](https://hngamers.com/product-tag/sending-money/) - [sending items](https://hngamers.com/product-tag/sending-items/) - [subscribers](https://hngamers.com/product-tag/subscribers/) - [Windows](https://hngamers.com/product-tag/windows/) - [Linux](https://hngamers.com/product-tag/linux/) - [Server Stand Up](https://hngamers.com/product-tag/server-stand-up/) - [Repair Service](https://hngamers.com/product-tag/repair-service/) - [Installation Service](https://hngamers.com/product-tag/installation-service/) - [Repair Hosting](https://hngamers.com/product-tag/repair-hosting/) - [Networking](https://hngamers.com/product-tag/networking/) - [Bash Scripting](https://hngamers.com/product-tag/bash-scripting/) - [Atavism](https://hngamers.com/product-tag/atavism/) - [Wordpress](https://hngamers.com/product-tag/wordpress/) - [Installation](https://hngamers.com/product-tag/installation/) - [Configuration](https://hngamers.com/product-tag/configuration/) - [Authentication](https://hngamers.com/product-tag/authentication/) - [Security](https://hngamers.com/product-tag/security/) - [Let's Encrypt](https://hngamers.com/product-tag/lets-encrypt/) - [Server Settings](https://hngamers.com/product-tag/server-settings/) - [Server](https://hngamers.com/product-tag/server/) - [MySQL](https://hngamers.com/product-tag/mysql/) - [Encryption](https://hngamers.com/product-tag/encryption/) - [Windows Services](https://hngamers.com/product-tag/windows-services/) - [MMO](https://hngamers.com/product-tag/mmo/) - [Game Engine](https://hngamers.com/product-tag/game-engine/) - [Store Plugin](https://hngamers.com/product-tag/store-plugin/) - [Professional Support](https://hngamers.com/product-tag/professional-support/) - [Gaming.](https://hngamers.com/product-tag/gaming/) - ["HNGamers"](https://hngamers.com/product-tag/hngamers/) - [immersive experience](https://hngamers.com/product-tag/immersive-experience/) - [Payment Gateway](https://hngamers.com/product-tag/payment-gateway/) - [eCommerce](https://hngamers.com/product-tag/ecommerce/) - [Xsolla](https://hngamers.com/product-tag/xsolla/) - [Secure Payment](https://hngamers.com/product-tag/secure-payment/) - [IT Consulting](https://hngamers.com/product-tag/it-consulting/) - [Full Stack Development](https://hngamers.com/product-tag/full-stack-development/) - [Linux Security](https://hngamers.com/product-tag/linux-security/) - [Windows Security](https://hngamers.com/product-tag/windows-security/) - [FIPS 140-2 Compliance](https://hngamers.com/product-tag/fips-140-2-compliance/) - [DoD Security Compliance](https://hngamers.com/product-tag/dod-security-compliance/) - [Unity Development](https://hngamers.com/product-tag/unity-development/) - [Technology Solutions](https://hngamers.com/product-tag/technology-solutions/) - [Custom IT Services](https://hngamers.com/product-tag/custom-it-services/) - [Business Technology Consultant](https://hngamers.com/product-tag/business-technology-consultant/) - [Custom Programming](https://hngamers.com/product-tag/custom-programming/) - [Atavism Discount](https://hngamers.com/product-tag/atavism-discount/) - [Interactive Experience](https://hngamers.com/product-tag/interactive-experience/) - [Unity Engine Customization](https://hngamers.com/product-tag/unity-engine-customization/) - [Software Optimization](https://hngamers.com/product-tag/software-optimization/) - [Unity Integration](https://hngamers.com/product-tag/unity-integration/) - [Professional Unity Services](https://hngamers.com/product-tag/professional-unity-services/) - [Custom Game Mechanics](https://hngamers.com/product-tag/custom-game-mechanics/) - [Enhanced Game Features](https://hngamers.com/product-tag/enhanced-game-features/) - [Unity Project Customization](https://hngamers.com/product-tag/unity-project-customization/) - [Discounted Development Services](https://hngamers.com/product-tag/discounted-development-services/) - [game integration](https://hngamers.com/product-tag/game-integration/) - [online store](https://hngamers.com/product-tag/online-store/) - [Atavism Item Plugin](https://hngamers.com/product-tag/atavism-item-plugin/) - [Xsolla Gateway](https://hngamers.com/product-tag/xsolla-gateway/) - [server configuration](https://hngamers.com/product-tag/server-configuration/) - [plugin installation](https://hngamers.com/product-tag/plugin-installation/) - [AI-driven descriptions](https://hngamers.com/product-tag/ai-driven-descriptions/) - [dynamic inventory](https://hngamers.com/product-tag/dynamic-inventory/) - [product synchronization](https://hngamers.com/product-tag/product-synchronization/) - [secure transactions](https://hngamers.com/product-tag/secure-transactions/) - [payment processing](https://hngamers.com/product-tag/payment-processing/) - [digital goods](https://hngamers.com/product-tag/digital-goods/) - [virtual items](https://hngamers.com/product-tag/virtual-items/) - [game items](https://hngamers.com/product-tag/game-items/) - [ChatGPT integration](https://hngamers.com/product-tag/chatgpt-integration/) - [unique product descriptions](https://hngamers.com/product-tag/unique-product-descriptions/) - [inventory management](https://hngamers.com/product-tag/inventory-management/) - [category mapping](https://hngamers.com/product-tag/category-mapping/) - [high-resolution imagery](https://hngamers.com/product-tag/high-resolution-imagery/) - [user-friendly](https://hngamers.com/product-tag/user-friendly/) - [automated processes](https://hngamers.com/product-tag/automated-processes/) - [seamless integration](https://hngamers.com/product-tag/seamless-integration/) - [enhanced functionality](https://hngamers.com/product-tag/enhanced-functionality/) - [efficient management](https://hngamers.com/product-tag/efficient-management/) - [game developers](https://hngamers.com/product-tag/game-developers/) - [online store owners](https://hngamers.com/product-tag/online-store-owners/) - [Atavism gaming engine](https://hngamers.com/product-tag/atavism-gaming-engine/) - [server setup](https://hngamers.com/product-tag/server-setup/) - [Ioncube Loader](https://hngamers.com/product-tag/ioncube-loader/) - [plugin support](https://hngamers.com/product-tag/plugin-support/) - [gaming community](https://hngamers.com/product-tag/gaming-community/) - [digital products](https://hngamers.com/product-tag/digital-products/) - [robust solution](https://hngamers.com/product-tag/robust-solution/) - [captivating shopping experience](https://hngamers.com/product-tag/captivating-shopping-experience/) - [secure setup](https://hngamers.com/product-tag/secure-setup/) - [server security](https://hngamers.com/product-tag/server-security/) - [eCommerce solution](https://hngamers.com/product-tag/ecommerce-solution/) - [Atavism integration](https://hngamers.com/product-tag/atavism-integration/) - [WooCommerce plugins](https://hngamers.com/product-tag/woocommerce-plugins/) - [game content](https://hngamers.com/product-tag/game-content/) - [inventory accuracy](https://hngamers.com/product-tag/inventory-accuracy/) - [professional installation](https://hngamers.com/product-tag/professional-installation/) - [intuitive admin panel](https://hngamers.com/product-tag/intuitive-admin-panel/) - [engaging content](https://hngamers.com/product-tag/engaging-content/) - [scalable solutions](https://hngamers.com/product-tag/scalable-solutions/) - [virtual economy](https://hngamers.com/product-tag/virtual-economy/) - [game assets](https://hngamers.com/product-tag/game-assets/) - [seamless eCommerce](https://hngamers.com/product-tag/seamless-ecommerce/) - [advanced language models](https://hngamers.com/product-tag/advanced-language-models/) - [tailored content](https://hngamers.com/product-tag/tailored-content/) - [gaming eCommerce](https://hngamers.com/product-tag/gaming-ecommerce/) - [effortless synchronization](https://hngamers.com/product-tag/effortless-synchronization/) - [Atavism server](https://hngamers.com/product-tag/atavism-server/) - [virtual gaming](https://hngamers.com/product-tag/virtual-gaming/) - [real-world commerce](https://hngamers.com/product-tag/real-world-commerce/) - [innovative eCommerce](https://hngamers.com/product-tag/innovative-ecommerce/) - [comprehensive package](https://hngamers.com/product-tag/comprehensive-package/) - [efficient operations](https://hngamers.com/product-tag/efficient-operations/) - [enhanced security](https://hngamers.com/product-tag/enhanced-security/) - [user interface](https://hngamers.com/product-tag/user-interface/) - [broad user base](https://hngamers.com/product-tag/broad-user-base/) - [professional assistance](https://hngamers.com/product-tag/professional-assistance/) - [easy configuration](https://hngamers.com/product-tag/easy-configuration/) - [expert support](https://hngamers.com/product-tag/expert-support/) - [monetizing game assets](https://hngamers.com/product-tag/monetizing-game-assets/) - [thriving online store](https://hngamers.com/product-tag/thriving-online-store/) - [gaming items](https://hngamers.com/product-tag/gaming-items/) - [seamless transition](https://hngamers.com/product-tag/seamless-transition/) - [accurate reflection](https://hngamers.com/product-tag/accurate-reflection/) - [integrated tools](https://hngamers.com/product-tag/integrated-tools/) - [powerful functionality](https://hngamers.com/product-tag/powerful-functionality/) - [technical support](https://hngamers.com/product-tag/technical-support/) - [streamlined management](https://hngamers.com/product-tag/streamlined-management/) - [product presentation](https://hngamers.com/product-tag/product-presentation/) - [reliable connection](https://hngamers.com/product-tag/reliable-connection/) - [server owner](https://hngamers.com/product-tag/server-owner/) - [content sharing](https://hngamers.com/product-tag/content-sharing/) - [virtual store](https://hngamers.com/product-tag/virtual-store/) - [engaging narratives](https://hngamers.com/product-tag/engaging-narratives/) - [scalable integration](https://hngamers.com/product-tag/scalable-integration/) - [intuitive experience](https://hngamers.com/product-tag/intuitive-experience/) - [high-quality visuals](https://hngamers.com/product-tag/high-quality-visuals/) - [comprehensive integration](https://hngamers.com/product-tag/comprehensive-integration/) - [unified platform](https://hngamers.com/product-tag/unified-platform/) - [gaming industry](https://hngamers.com/product-tag/gaming-industry/) - [efficient eCommerce](https://hngamers.com/product-tag/efficient-ecommerce/) - [automated product creation](https://hngamers.com/product-tag/automated-product-creation/) - [digital integration](https://hngamers.com/product-tag/digital-integration/) - [scalable management](https://hngamers.com/product-tag/scalable-management/) - [professional eCommerce](https://hngamers.com/product-tag/professional-ecommerce/) - [intuitive setup](https://hngamers.com/product-tag/intuitive-setup/) - [enhanced shopping](https://hngamers.com/product-tag/enhanced-shopping/) - [game monetization](https://hngamers.com/product-tag/game-monetization/) - [seamless connection](https://hngamers.com/product-tag/seamless-connection/) - [accurate synchronization](https://hngamers.com/product-tag/accurate-synchronization/) - [user-friendly interface](https://hngamers.com/product-tag/user-friendly-interface/) - [secure integration](https://hngamers.com/product-tag/secure-integration/) - [efficient setup](https://hngamers.com/product-tag/efficient-setup/) - [server management](https://hngamers.com/product-tag/server-management/) - [gaming platform](https://hngamers.com/product-tag/gaming-platform/) - [inventory control](https://hngamers.com/product-tag/inventory-control/) - [eCommerce integration](https://hngamers.com/product-tag/ecommerce-integration/) - [professional configuration](https://hngamers.com/product-tag/professional-configuration/) - [scalable eCommerce](https://hngamers.com/product-tag/scalable-ecommerce/) - [seamless operation](https://hngamers.com/product-tag/seamless-operation/) - [technical expertise](https://hngamers.com/product-tag/technical-expertise/) - [eCommerce enhancement](https://hngamers.com/product-tag/ecommerce-enhancement/) - [advanced features](https://hngamers.com/product-tag/advanced-features/) - [secure management](https://hngamers.com/product-tag/secure-management/) - [intuitive tools](https://hngamers.com/product-tag/intuitive-tools/) - [user satisfaction](https://hngamers.com/product-tag/user-satisfaction/) - [easy integration](https://hngamers.com/product-tag/easy-integration/) - [gaming products](https://hngamers.com/product-tag/gaming-products/) - [digital storefront](https://hngamers.com/product-tag/digital-storefront/) - [virtual integration](https://hngamers.com/product-tag/virtual-integration/) - [game inventory](https://hngamers.com/product-tag/game-inventory/) - [seamless experience](https://hngamers.com/product-tag/seamless-experience/) - [engaging eCommerce](https://hngamers.com/product-tag/engaging-ecommerce/) - [product accuracy](https://hngamers.com/product-tag/product-accuracy/) - [server support](https://hngamers.com/product-tag/server-support/) - [enhanced eCommerce](https://hngamers.com/product-tag/enhanced-ecommerce/) - [game synchronization](https://hngamers.com/product-tag/game-synchronization/) - [automated integration](https://hngamers.com/product-tag/automated-integration/) - [intuitive management](https://hngamers.com/product-tag/intuitive-management/) - [efficient gaming](https://hngamers.com/product-tag/efficient-gaming/) - [comprehensive solution](https://hngamers.com/product-tag/comprehensive-solution/) - [user engagement](https://hngamers.com/product-tag/user-engagement/) - [game eCommerce](https://hngamers.com/product-tag/game-ecommerce/) - [streamlined setup](https://hngamers.com/product-tag/streamlined-setup/) - [engaging storefront](https://hngamers.com/product-tag/engaging-storefront/) - [scalable functionality](https://hngamers.com/product-tag/scalable-functionality/) - [technical configuration](https://hngamers.com/product-tag/technical-configuration/) - [gaming solution](https://hngamers.com/product-tag/gaming-solution/) - [seamless management](https://hngamers.com/product-tag/seamless-management/) - [enhanced integration](https://hngamers.com/product-tag/enhanced-integration/) - [game development support](https://hngamers.com/product-tag/game-development-support/) - [efficient synchronization](https://hngamers.com/product-tag/efficient-synchronization/) - [virtual items management](https://hngamers.com/product-tag/virtual-items-management/) - [accurate inventory](https://hngamers.com/product-tag/accurate-inventory/) - [intuitive eCommerce](https://hngamers.com/product-tag/intuitive-ecommerce/) - [secure operation](https://hngamers.com/product-tag/secure-operation/) - [professional tools](https://hngamers.com/product-tag/professional-tools/) - [automated management](https://hngamers.com/product-tag/automated-management/) - [engaging descriptions](https://hngamers.com/product-tag/engaging-descriptions/) - [gaming economy](https://hngamers.com/product-tag/gaming-economy/) - [user-friendly configuration](https://hngamers.com/product-tag/user-friendly-configuration/) - [efficient connection](https://hngamers.com/product-tag/efficient-connection/) - [advanced integration](https://hngamers.com/product-tag/advanced-integration/) - [scalable gaming](https://hngamers.com/product-tag/scalable-gaming/) - [professional setup](https://hngamers.com/product-tag/professional-setup/) - [enhanced gaming](https://hngamers.com/product-tag/enhanced-gaming/) - [comprehensive management](https://hngamers.com/product-tag/comprehensive-management/) - [intuitive operation](https://hngamers.com/product-tag/intuitive-operation/) - [game items management](https://hngamers.com/product-tag/game-items-management/) - [seamless synchronization](https://hngamers.com/product-tag/seamless-synchronization/) - [secure transaction](https://hngamers.com/product-tag/secure-transaction/) - [engaging experience](https://hngamers.com/product-tag/engaging-experience/) - [automated eCommerce](https://hngamers.com/product-tag/automated-ecommerce/) - [intuitive gaming](https://hngamers.com/product-tag/intuitive-gaming/) - [gaming integration](https://hngamers.com/product-tag/gaming-integration/) - [gaming development](https://hngamers.com/product-tag/gaming-development/) - [comprehensive eCommerce](https://hngamers.com/product-tag/comprehensive-ecommerce/) - [game inventory management](https://hngamers.com/product-tag/game-inventory-management/) - [game development integration](https://hngamers.com/product-tag/game-development-integration/) - [automated setup](https://hngamers.com/product-tag/automated-setup/) - [In-Game Store](https://hngamers.com/product-tag/in-game-store/) - [PayPal Integration](https://hngamers.com/product-tag/paypal-integration/) - [Dynamic Cart System](https://hngamers.com/product-tag/dynamic-cart-system/) - [Item Management](https://hngamers.com/product-tag/item-management/) - [Order Tracking](https://hngamers.com/product-tag/order-tracking/) - [Email Notifications](https://hngamers.com/product-tag/email-notifications/) - [Account Management](https://hngamers.com/product-tag/account-management/) - [Store Settings](https://hngamers.com/product-tag/store-settings/) - [Customizable Interface](https://hngamers.com/product-tag/customizable-interface/) - [MMO Integration](https://hngamers.com/product-tag/mmo-integration/) - [Game Economy](https://hngamers.com/product-tag/game-economy/) - [Sales Analytics](https://hngamers.com/product-tag/sales-analytics/) - [User Roles](https://hngamers.com/product-tag/user-roles/) - [Digital Marketplace](https://hngamers.com/product-tag/digital-marketplace/) - [Real-Time Cart Updates](https://hngamers.com/product-tag/real-time-cart-updates/) - [Best-Selling Items](https://hngamers.com/product-tag/best-selling-items/) - [License Management](https://hngamers.com/product-tag/license-management/) - [Game Plugins](https://hngamers.com/product-tag/game-plugins/) - [Scalable Solution](https://hngamers.com/product-tag/scalable-solution/) - [Player Experience](https://hngamers.com/product-tag/player-experience/) - [Abilities Testing](https://hngamers.com/product-tag/abilities-testing/) - [Mob Testing](https://hngamers.com/product-tag/mob-testing/) - [Visual Effects](https://hngamers.com/product-tag/visual-effects/) - [MMORPG Development](https://hngamers.com/product-tag/mmorpg-development/) - [Unity Editor Tool](https://hngamers.com/product-tag/unity-editor-tool/) - [Coordinated Effects](https://hngamers.com/product-tag/coordinated-effects/) - [Abilities Test System](https://hngamers.com/product-tag/abilities-test-system/) - [Mob Customizer](https://hngamers.com/product-tag/mob-customizer/) - [Mob Randomization](https://hngamers.com/product-tag/mob-randomization/) - [Unity Tool](https://hngamers.com/product-tag/unity-tool/) - [Game Enhancements](https://hngamers.com/product-tag/game-enhancements/)