Impossible Geometry: Non-Euclidean Cubes

This tutorial will teach you how to create non euclidean cubes in Unity, giving the illusion that each face is a door onto another dimension. This post is part of a series of tutorials on impossible geometries.


This effect can be seen in many game, most notoriously Antichamber which uses it extensively.

You can download the Unity package here.
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How to Write Native Plugins for Unity

Unity has the ability to import pieces of code written (and compiled) in other languages; they are called Native Plugins, and this tutorial will teach you how to build them.

Source codes:

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How to integrate Arduino with Unity

In this tutorial you will learn how Unity and Arduino can communicate using the serial port. This tutorial requires both C# and Arduino scripts; the labels  Unity  and  Arduino  will be used to avoid confusion.

The topic of connecting Arduino to Unity is further expanded in Asynchronous Serial Communication, where you can also download the entire Unity package.

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How to generate Gaussian distributed numbers

In a previous post I’ve introduced the Gaussian distribution and how it is commonly found in the vast majority of natural phenomenon. It can be used to dramatically improve some aspect of your game, such as procedural terrain generation, enemy health and attack power, etc. Despite being so ubiquitous, very few gaming frameworks offer functions to generate numbers which follow such distribution. Unity developers, for instance, heavily rely on Random.Range which generates uniformly distributed numbers (in blue). This post will show how to generate Gaussian distributed numbers (in red) in C#.


I’ll be explaining the Maths behind it, but there is no need to understand it to use the function correctly. You can download the RandomGaussian Unity script here.

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Console debugging in Unity made easy

One of the most interesting feature of Unity is the ability to extend its editor and standard components. This has allowed developers all around the world to create amazing extensions which dramatically improve Unity’s usability. And, in some cases, compensate for its shortages. A very intriguing feature which is not-so-well known is the ability to customise the messages in the debug console. Rather than give you a self proclaimed ultimate solution to console debugging, this post will cover different topics to help you creating your own.

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Extension methods in C#

Following the heritage of C++, C# comes with a number of powerful features which can either be used to massively improve your code …or to make it completely unreadable. In this post we’ll discuss a technique to add new methods to already existing classes. Yes, even classes you don’t have access to such as Vector3 Rigidbody and even string. Let’s introduce extension methods with a practical example.

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Enum, Flags and bitwise operators

If you’re a game developer chances are you’re familiar with the need to describe different variations of an attribute. Whether it’s the type of an attack (melee, ice,  fire, poison, …) or the state of an enemy AI (idle, alerted, chasing, attacking, resting, …) you can’t escape this. The most naive way of implementing this is simply by using constants:

The downside is that you have no actual control over the values you can assign to attackType: it can be any integer, and you can also do dangerous things such as attackType++.

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