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Creating a Farming RPG (like Harvest Moon) in Unity — Part 35: Festival System (Part 1)

This article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity

Ever wanted to create a game like Harvest Moon in Unity? Check out Part 35 of our guide here, where we fix a few bugs and implement a new Festival system for our game. You can also find Part 34 of our guide here, where we created our storage system.

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Using GitHub Desktop for Unity - Part 4: Branching

GitHub Desktop for Unity — Part 4: Branching

This article is a part of the series:
Using GitHub Desktop for Unity collaboration

In the 4th part of this series, we dive into one of Git’s most powerful features—branching. 

When working on projects, it’s common to accidentally overwrite someone else’s work or struggle with testing new ideas without affecting the main project. Branches act as a safe workspace, letting you build new features without worrying about breaking your existing game build.

In this article, we’ll explore what branches are, how to create and manage them, and how you can use them for your own development workflow.

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Creating a Rogue-like (like Vampire Survivors) - Part 1

Creating a Rogue-like Shoot ‘Em Up (like Vampire Survivors) — Part 1: Movement and Camera

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

Ever wanted to create a rogue-like shoot ’em up game like Vampire Survivors? In Part 1 of our guide, we will go through how to create movement, animations and a camera for our player character.

A link to a package containing the project files up to Part 1 of this tutorial series can also be found at the end of this article.

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Emission lighting in Unity

Getting your emission maps to work in Unity

Emission maps (also known as emissive maps) are textures that can be applied to materials to make certain parts of an object emit light (like the cube in the image above). In Unity, lights from emission maps don’t start affecting the scene as soon as you place them on the material. There are a lot of settings you have to get right in your scene and material settings to get the emission maps working right.

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