Creating an Underwater Survival Game like Subnautica Part 6 — Hotbar

This article is a part of the series:
Creating an Underwater Survival Game (like Subnautica) in Unity

Video authored, edited and subtitled by Sarah Kagda.

Hello everyone, and welcome to this installment of the Underwater Survival tutorial series! Here, I'll guide you through creating a Hotbar — a potentially crucial part of the player's UI — in your game.

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Creating a Rogue-like (like Vampire Survivors) in Unity — Implementing Mobile Compatibility: Part 1

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

Update 22 January 2024: There was a bug in our Virtual Joystick Pack that we’ve fixed. If you were having problems getting the joystick to work after exiting the game and restarting it, please redownload the pack and reimport it into your project.

Implementing Mobile Compatibility is a short series of articles that will complement our main Vampire Survivors series. As the name suggests, in this series of articles, we will be exploring how to bring mobile compatibility to the game that we have been building in our main series.

Specifically, in this article (and the accompanying video that will be released soon), I will be covering — in general — the things to consider when introducing mobile compatibility to a game, as well as how to port the movement controls (the only mode of control in the game) to a mobile interface.

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Creating a Metroidvania in Unity - Part 10

Creating a Metroidvania (like Hollow Knight) — Part 10: Boss Fight

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

19 May 2024: This article has been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 10 of the Metroidvania Series.

Welcome to Part 10 of our Metroidvania tutorial series, where we’ll take you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!

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Damage Floating Text

Creating a Rogue-like (like Vampire Survivors) in Unity — Part 14: Damage Floating Text

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

On 28 September, Terence ran the second coding stream on our YouTube channel. During the stream, he implemented a pop-up text that appears whenever an enemy receives damage, as shown below.

How the Damage Floating Text looks like.
How the Damage Floating Text looks like.

This article summarises the implementation of this feature by highlighting the changes to the existing codebase.

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Vampire Survivors Part 13

Creating a Rogue-like (like Vampire Survivors) in Unity — Part 13: Knockback and Damage Feedback

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

4 October 2023: This article has been updated with new details.

Yesterday, Terence took over this project from Xavier and ran the first ever coding stream on our YouTube channel. The stream itself had quite a lot of technical issues and hence, a lot of room for improvement, but he managed to implement a couple of features that we wanted to document here.

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Creating a Metroidvania in Unity - Part 9

Creating a Metroidvania (like Hollow Knight) — Part 9: Menus UI, Settings, Pausing, and Audio

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

2 May 2024: This article has been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 9 of the Metroidvania Series.

Welcome to Part 9 of our Metroidvania tutorial series, where we’ll take you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!

To view this content, you must be a member of Terresquall's Patreon at $5 or more
Already a qualifying Patreon member? Refresh to access this content.
Creating Metroidvania in Unity - Part 8

Creating a Metroidvania (like Hollow Knight) — Part 8: Wall Jump, Unlocking Abilities & Spells, Mask & Soul Vessel Shards and Inventory

This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity

8 June 2024: This article has been updated to correct some errors and missing information.
Here's the list of changes and bugfixes for Part 8 of the Metroidvania Series.

Welcome to Part 8 of our Metroidvania tutorial series, where we’ll take you on a journey through the development process of creating your own Metroidvania game, just like the widely popular Hollow Knight, in Unity!

To view this content, you must be a member of Terresquall's Patreon at $5 or more
Already a qualifying Patreon member? Refresh to access this content.
Comparing the performance of String, StringBuilder, StringBuffer

Try it yourself: Compare the performance of Java’s String vs. StringBuilder vs. StringBuffer

If you are dynamically generating strings in your Java program, one of the best things you can do for your program is to build your string using a StringBuilder or StringBuffer, as opposed to using a regular old String.

The reason for this? In Java, strings are immutable, and every time you concatenate a string that the program hasn’t seen before, a new string object is created and stored in the heap. This means the whole process involves a lot of reading from and writing to the memory. The StringBuilder and StringBuffer in Java are objects that are designed to do string concatenation in a more efficient manner, but how much more?

We’ve got a simple Java program here that you can run from your browser so you can see it for yourself.

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