### How To Move An Object Through A Set Of Points [The Correct Way]

Move An Object Through A Set Of Points
In order to move an objects through various points, we need a way to access those points.
So for accessing them we will use an array of transforms.
We will be using a Co-routine to update the object's position and to help it "Find Da Way".
I'm pretty sure by the time you read this that the meme is long dead.

While going through each point by lerping through each point may seem like a viable option but it leads to results like this:
 Inconsistent speed of movement
This type of movement where it takes the same amount of time to cover the same distance may not be the type of movement you are looking for.
First we will see how to get to this point then learn about the better way of moving stuff.
``````private IEnumerator MoveToSeat(Transform[] path)
{
float t = 0;
Vector2 startPostion;
float distance;
for (int i = 0; i < path.Length; ++i)
{
startPostion = transform.position;
t = 0;
while (t<= 1f)
{
t += Time.deltaTime * speed;
transform.position = Vector2.Lerp(startPostion, path[i].position, t);
yield return null;
}
transform.position = path[i].position; //Making sure flotaing point errors don't creep in
//t value might have overshot
}
}``````
Nothing really important to note here... other than that the Lerp function just takes into consideration the deltaTime value & the speed of movement.
Now we will do it the right way by taking into consideration the distance between the points as well.
``````private IEnumerator MoveToSeat(Transform[] path)
{
float t = 0;
Vector2 startPostion;
for (int i = 0; i < path.Length; ++i)
{
startPostion = transform.position;
float distance = Vector2.Distance(startPostion, path[i].position);
t = 0;
while (t <= 1f)
{
t += (Time.deltaTime / distance) * speed;
transform.position = Vector2.Lerp(startPostion, path[i].position, t);
yield return null;
}
transform.position = path[i].position; //Making sure flotaing point errors don't creep in
//t value might have overshot
}
}``````
Now we get this result:
 Takes longer time to cover larger distance
Just by dividing making the t's increment value smaller.
[Speed = Distance / Time ] : [ Time = Distance / Speed] & thereby we use 1/Time which is the increment value for time(t).
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1. I have found Da Way My Brodda

### Curved Surface Shader [ Unity Implementation ]

Curved Surface Shader This is the shader that we will be having at the end of this tutorial.
The curved surface shader is capable of achieving really varied visual effects from showing space-time curve due to gravity to a generic curved world shader that is seen in endless runners like Subway Surfers.
The concepts that you learn here can open you up to a new way of looking at shaders and if you didn't think they were the coolest thing ever already, hopefully let this be the turning point.😝.

Both the examples show above use the same exact material is just that different values have been passed to the shader.
Start by creating a new unlit shader in Unity and we will work our way from there.
First we define what the properties are:
_MainTex("Texture", 2D) = "white" {} _BendAmount("Bend Amount", Vector) = (1,1,1,1) _BendOrigin("Bend Origin", Vector) = (0,0,0,0) _BendFallOff("Bend Falloff", float) = 1.0 _BendFallOffStr("Falloff s…

Pixelation Shader This is the correct way (one of many) of showing pixelation as a post-processing effect. This effect will work in any aspect ratio without any pixel size scaling issues as well as it is very minimal in terms of coding it up.

In order to get this to work 2 components have to be set up:
1) The pixelation image effect
2) The script - which will be attached to the camera

So let's get started by creating a new image effect shader.
We will take a look at our Shaderlab properties :
_MainTex("Texture", 2D) = "white" {} That's it, Everything else will be private and not shown in the editor.
Now we will see what are defined along with the _MainTex but are private.
sampler2D _MainTex; int _PixelDensity; float2 _AspectRatioMultiplier; We will pass _PixelDensity & _AspectRatioMultiplier values from the script.
As this is an image effect there is no need to play around with the vertex shader.
Let's take a look at our fragment shader:
fixed4 frag (…

Toon Liquid Shader This is how the shader will end up looking :
This shader is pretty neat and somewhat easy to implement as well as to understand. Since we will be adding some basic physics to the toon water as it is moved about we will have to support that in the vertex shader as well.
So let's start by looking at the properties :
Properties { _Colour ("Colour", Color) = (1,1,1,1) _FillAmount ("Fill Amount", Range(-10,10)) = 0.0 [HideInInspector] _WobbleX ("WobbleX", Range(-1,1)) = 0.0 [HideInInspector] _WobbleZ ("WobbleZ", Range(-1,1)) = 0.0 _TopColor ("Top Color", Color) = (1,1,1,1) _FoamColor ("Foam Line Color", Color) = (1,1,1,1) _Rim ("Foam Line Width", Range(0,0.1)) = 0.0 _RimColor ("Rim Color", Color) = (1,1,1,1) _RimPower ("Rim Power", Range(0,10)) = 0.0 } Just the usual stuff that we are used to. The only thing that may stand out is the [HideInInspector] tag, This works j…

### Alto's Adventure Style Procedural Surface Generation Part 1

Alto's Adventure Style - Procedural Surface Generation This game appears to be a strictly 2D game but if you have played it enough you will notice that some of the art assets used look like it's 3D ( I don't know if they are tho ). If you haven't played the game you are missing out on one the most visually pleasing and calming games out there ( There is literally a mode called Zen mode in the game ).
Anyway, I am going to show you how to make a procedural 2D world ( without the trees, buildings and background ) like in Alto's Adventure.
But you may notice I have a plane which is in in the Z-axis giving a depth to the surface which is not there in Alto's Adventure but if you want to know how to do it then that will be in part 2.
To achieve the same effect of Alto's Adventure ( I'm leaving that up to you ) only minimal changes are needed to the code that I am going to explain.
We are going to be using the plane mesh in unity for creating the 2D surface as th…

### Gift Wrapping Convex Hull Algorithm With Unity Implementation

Convex Hull Algorithm Convex Hull algorithms are one of those algorithms that keep popping up from time to time in seemingly unrelated fields from big data to image processing to collision detection in physics engines, It seems to be all over the place. Why should you care? Cus you can do magic with it and it seems so simple to implement when you first hear about it, but when you start thinking about it, you will realize why it's not such a straightforward thing to do.
Now that I got you interested (hopefully) and now we will see just what a convex hull is.
As you may have noticed a perimeter was made with the same points that was given and these perimeter points enclose the entire set of points.
Now we have to clear up the term 'Convex'.
Convex means no part of the object is caved inwards or that none of the internal angles made by the points exceed 180 degrees.
In this example of a concave shape internal angles go beyond 180 degrees.
What are those red lines for? Well...…