How to program an arcball (orbiting) camera in Unity using spherical coordinates

A while ago, I wrote this article about a simple implementation of an Arcball camera in C++. In it, I described how that could get done without using Quaternions, spherical coordinates, or a lookAt function. Anyway, just out of curiosity, I decided to create a minimal implementation of an orbiting arcball camera in C# using spherical coordinates.

Continue reading How to program an arcball (orbiting) camera in Unity using spherical coordinates

Simple collision avoidance AI in Unity3D

I’m currently working on a small 3D arcade game inspired by classical top down races in Unity3D. The game will feature enemy opponents, which means that they have to have at least some kind of AI. This AI consists of simple collision avoidance algorithm, so that the enemies don’t crash into walls constantly, and a very simple path following algorithm so that the opponents can find their way around the racetrack. I’ve built a quick prototype with simple boxes and a path. Continue reading Simple collision avoidance AI in Unity3D