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CUSTOM CHARACTER CONTROLLER

This is my latest project developed in my own time. It's a custom character controller built from scratch without utilising any of Unity's controllers. I was interested in developing something a bit more physics based and I've always had some reservations on Unity's native controllers. I decided to build one myself using only Colliders and no Rigidbodies. It currently detects any other object that has a collider attached to it and it has various movement and physics settings, such as, gravity, mass, speed and jump force. It has settings for maximum navigable slope and step height and finally the animations are done with a basic finite state machine. In the future I will add a shooting system and some basic Inverse Kinematic features to make the overall look slightly more refined. The overall aim of this is to have a reusable generic 3rd person controller that can be easily imported in any project.

Technical Demostrations: Service

TERRAIN PAINTER SHADER

This small project here is a shader that paints terrain or any object, with different textures depending on the height of the meshes. I decided to do this to show some of my students how to create a simple custom shader, which in this case would have also helped them with creating environments in a quicker way. It explored some basic surface shader features, such as blending textures, just to make the overall process a little bit more approachable, as most people were a slightly intimidated by the idea. It has custom textures that can be added by the user in the materials' inspector, with a relative normal map, each texture has a height range from when it'll start applying on the surface of the object. It will also blend textures together with a blending sharpness variable, to make smoother transition between the various textures.

Technical Demostrations: Service

DISSOLVING SHADER

This is another shader that I've developed, always with the purpose of making shader coding a bit more approachable to students. These started from a few basic Unity shaders from their own tutorials and was developed in something more complex and customisable. It was also made with the purpose of giving an interesting effect for characters that were instantiated on screen, particularly for the 3rd year networking module. It is divided in two parts, one is the dissolve shader which slices the surface into sections and makes the object disappear gradually, this can be done in any amount of section or any direction. The other half is the outline shader with increases in width depending on the progression of the other shader.

Technical Demostrations: Service
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