Game Dev Digest — Issue #151 - Learn From Others
Tags: gamedev, unity3d, csharp, news
Published: 2022-08-12 13:42:45

---
title:  Game Dev Digest — Issue #151 - Learn From Others
published: true
date: 2022-08-12 13:42:45 UTC
tags: gamedev,unity,csharp,news
canonical_url: https://gamedevdigest.com/digests/issue-151-learn-from-others.html
series: Game Dev Digest - The Newsletter About Unity Game Dev
---

### Issue #151 - Learn From Others

*This article was originally published on [GameDevDigest.com](https://gamedevdigest.com/digests/issue-151-learn-from-others.html)*

![Issue #151 - Learn From Others](https://gamedevdigest.com/assets/social-posts/issue-151.png)

Learn from some of the best! Enjoy!

---

[**Free eBooks by Unity**](https://diegogiacomelli.com.br/free-ebooks-by-unity/)  - Throughout all these years using Unity I’ve collected a lot of eBooks that Unity’s team has created. These ebooks are an incredible source of knowledge, but for some reason, I haven’t found any place on the Unity site or blog where all these eBooks are listed.
[_diegogiacomelli.com.br_](https://diegogiacomelli.com.br/free-ebooks-by-unity/)

[**Melee attacks and AI combat mechanic in 2D games**](https://pavcreations.com/melee-attacks-and-ai-combat-mechanic-in-2d-unity-games/)  - Close combat mechanics are so popular in video games that fans even coined the term “melee attack” and forever added it to games terminology. Contrary to shooting games, in which players constantly fire projectiles towards their adversaries, melee attacks are usually carried out with so called cold steel weapons. These may include hand gloves, clubs, swords, axes and so on. In this article we are going to look at how we can give our characters the ability to attack targets at close range with their sidearms. It is assumed that the Reader is familliar with previous posts on Command design pattern and Finite State Machine as they are the prerequisites to understanding the contents of this article.
[_pavcreations.com_](https://pavcreations.com/melee-attacks-and-ai-combat-mechanic-in-2d-unity-games/)

[**Diversity, interactivity, accessibility: How three studios approach impactful game design**](https://blog.unity.com/games/diversity-interactivity-accessibility-how-three-studios-approach-impactful-game-design)  - Soft Not Weak, Kitfox Games, and Tribe Games share how they create meaningful experiences that resonate with players.
[_Unity_](https://blog.unity.com/games/diversity-interactivity-accessibility-how-three-studios-approach-impactful-game-design)

[**Replayability in Game Design**](https://medium.com/super-jump/replayability-in-game-design-798fbb91a726)  - Inthis multi-part feature, I’m going to discuss several key design elements that contribute to making games replayable. Too often, both designers and consumers think that randomly-generated content is enough, but there’s a lot more to it than that. Let’s start by discussing biomes in video games; not only what a biome means for creating game spaces, but also the content within them.
[_Josh Brycer_](https://medium.com/super-jump/replayability-in-game-design-798fbb91a726)

[**Unity 2022.2.0 Beta 4**](https://unity3d.com/unity/beta/2022.2.0b4)  - Unity 2022.2.0 Beta 4 has been released.
[_Unity_](https://unity3d.com/unity/beta/2022.2.0b4)

## Videos

[![John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets | Lex Fridman Podcast #309](https://gamedevdigest.com/assets/images/86f216d3164a29ddc7ec1d8599217744.png)](https://www.youtube.com/watch?v=I845O57ZSy4)
[**John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets | Lex Fridman Podcast #309**](https://www.youtube.com/watch?v=I845O57ZSy4)  - John Carmack is a legendary programmer, co-founder of id Software, and lead programmer of many revolutionary video games including Wolfenstein 3D, Doom, Quake, and the Commander Keen series. He is also the founder of Armadillo Aerospace, and for many years the CTO of Oculus VR. Please support this podcast by checking out our sponsors:
[_Lex Fridman_](https://www.youtube.com/watch?v=I845O57ZSy4)

[**How to use Cinemachine's Free Look Camera | 3rd Person Camera in Unity**](https://www.youtube.com/watch?v=XT6mUlpO4fA)  - Trying to make a 3rd person game in Unity? Look no further than Cinemachine and the Free Look camera. In this ultimate guide you'll learn about every property that the Free Look Camera has to offer!
[_iHeartGameDev_](https://www.youtube.com/watch?v=XT6mUlpO4fA)

[**Make A Game Like Pokemon in Unity | #95 - Cutscene Builder**](https://www.youtube.com/watch?v=HO0SBEKPyfc&amp;list=PLLf84Zj7U26kfPQ00JVI2nIoozuPkykDX&amp;index=96)  - This is Part 96 of Make a Game Like Pokemon Series in Unity. In this video, we'll start implementing cutscene actions and we'll create a simple cutscene.
[_Game Dev Experiments_](https://www.youtube.com/watch?v=HO0SBEKPyfc&amp;list=PLLf84Zj7U26kfPQ00JVI2nIoozuPkykDX&amp;index=96)

[**Learn from Others! Weird shapes? C# Standards? Missing Sprites? Answering your Questions 02!**](https://www.youtube.com/watch?v=53oV_yuFyLU)  - It's been 4 years since I've been making videos (over 500!) and in all that time one thing that I always made sure to do is answer as many questions and comments as I can. Usually I reply directly to that person but if just one person has one question then chances are there's some more with the same question, so here's a video with a bunch of interesting questions that perhaps you'd also like to know the answer to.
[_Code Monkey_](https://www.youtube.com/watch?v=53oV_yuFyLU)

## Assets

[![Indie Innovation Sale!](https://gamedevdigest.com/assets/images/67f18f16-54bf-e742-246b-daf8952af584.jpg)](https://assetstore.unity.com/develop-indie-games-faster?aid=1011l8NVc)
[**Indie Innovation Sale!**](https://assetstore.unity.com/develop-indie-games-faster?aid=1011l8NVc)  - Customers can save 40% on selected assets!

180+ assets curated to save developers time and increase efficiency.

Buy More, Save More Tiered Coupon
You can save an additional 5% off orders of $100+ more, 10% off orders of $175+ more, and 15% off orders of $250+. Coupon Code: SPEEDUP2022
[_Unity_](https://assetstore.unity.com/indie-game-ideas-and-inspiration?aid=1011l8NVc) **Affiliate**

[**TerrainDecorator**](https://github.com/emrecancubukcu/Terrain-Decorator)  - TerrainDecoration is Rule-based terrain texturing tool for Unity3D that I have developed for Fire & Steel Game.
[_emrecancubukcu_](https://github.com/emrecancubukcu/Terrain-Decorator) *Open Source*

[**Zombie AI for Unity Engine**](https://github.com/baponkar/zombie-ai?)  - A FSM based Zombie NPC Unity Project with a Demo Scene.
[_baponkar_](https://github.com/baponkar/zombie-ai?) *Open Source*

[**Unity Traffic Simulation**](https://github.com/mchrbn/unity-traffic-simulation?)  - Traffic Simulation is a Unity asset that lets you easily simulate simple traffic into your scene.
[_mchrbn_](https://github.com/mchrbn/unity-traffic-simulation?) *Open Source*

[**Medicine**](https://github.com/apkd/Medicine?)  - Sick and tired of assigning references between components by hand (and losing them when something goes wrong with Unity serialization)? Having a migraine from all the GetComponent calls sprinkled all over your codebase?
Medicine is a collection of attributes that give you a code-driven, performance-oriented way to automatically hook up references between your components. Additionally, it comes with a toolbox of optimized versions of many standard component-related operations.
[_apkd_](https://github.com/apkd/Medicine?) *Open Source*

[**BInject**](https://github.com/sergeysychov/behaviour_inject?)  - Performant lightweight and easy to use DI tool for Unity3d. Small amount of code and all important features.
[_sergeysychov_](https://github.com/sergeysychov/behaviour_inject?) *Open Source*

[**Outlines**](https://github.com/Robinseibold/Unity-URP-Outlines?)  - A custom renderer feature for screen space outlines based on Erik Roystan Ross Outline Shader.
[_Robinseibold_](https://github.com/Robinseibold/Unity-URP-Outlines?) *Open Source*

[**Procedural healthbar shader**](https://github.com/josebasierra/procedural-healthbar-shader)  - Procedural healthbar shader implemented in HLSL.
[_josebasierra_](https://github.com/josebasierra/procedural-healthbar-shader) *Open Source*

[**Shader Graph Custom Lighting**](https://github.com/Cyanilux/URP_ShaderGraphCustomLighting)  - Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline. If anything breaks, let me know by opening an issue!
Included Examples :
[_Cyanilux_](https://github.com/Cyanilux/URP_ShaderGraphCustomLighting) *Open Source*

[**EZSoftBone**](https://github.com/EZhex1991/EZSoftBone?)  - A simple kinetic simulator for Unity, you can use it to simulate hair/tail/breast/skirt and other soft objects
[_EZhex1991_](https://github.com/EZhex1991/EZSoftBone?) *Open Source*

[**EZAssetGenerator**](https://github.com/EZhex1991/EZAssetGenerator?)  - A bunch of texture tools for unity.
[_EZhex1991_](https://github.com/EZhex1991/EZAssetGenerator?) *Open Source*

[**Unity Settings Framework**](https://github.com/xZenvin/UnitySettingsFramework?)  - This package aims to provide a comprehensive, simple and expandable way of creating in-game settings for any Unity game. To do so, it uses Scriptable Objects and generics, the latter of which Unity can serialize since version 2020.1.
[_xZenvin_](https://github.com/xZenvin/UnitySettingsFramework?) *Open Source*

[**Prototyping Kit**](https://github.com/zigurous/unity-prototyping-kit?)  - The Prototyping Kit package contains assets and materials for prototyping levels in Unity. The prefabs included in the package can be styled without needing to create new materials, and they are tiled automatically based on the size of the object. The package is still in development, and more functionality will be added over time.
[_zigurous_](https://github.com/zigurous/unity-prototyping-kit?) *Open Source*

[**Animation Utils**](https://github.com/needle-tools/animation-utils?)  - This package contains some utilities that help working with Unity's Timeline and Animation tools, for example drag & drop to fix missing clip bindings
[_needle-tools_](https://github.com/needle-tools/animation-utils?) *Open Source*

[**Electromagnetic Sound Effects Massage Gun | Elektrosluch Mini City (FREE)**](https://ftus.gumroad.com/l/emfsoundeffects/massagegun?)  - This new sound library is remarkable, and it is most likely the first of its kind! So, who thought of recording electromagnetic fields on a massage gun? Oh well, we did it, and these sounds are already amazing on it's own, but we're confident that using them for sound design will take it to the next level. Music producers and sound designers we're certain you'll enjoy this one!
[_ftus.gumroad.com_](https://ftus.gumroad.com/l/emfsoundeffects/massagegun?)

[**JSON Fliox**](https://github.com/friflo/Friflo.Json.Fliox?)  - .NET library supporting simple and performant access to NoSQL databases via C# or Web clients. Its ORM enables Schema creation. Its Hub serve hosted databases using these schemas via HTTP.
[_friflo_](https://github.com/friflo/Friflo.Json.Fliox?) *Open Source*

## Spotlight

[![Herald of Havoc](https://gamedevdigest.com/assets/images/8899d0d68596f49724808e29b3248440.png)](https://store.steampowered.com/app/1963510/Herald_of_Havoc/)
[**Herald of Havoc**](https://store.steampowered.com/app/1963510/Herald_of_Havoc/)  - Use an arsenal of unique weapons to fight enemies like soldiers, minotaurs, or even giant metal colossus. Different levels of difficulty are available to make the game accessible from casual gamer, to the most hardcore one. 

_[You can wishlist it on [Steam](https://store.steampowered.com/app/1963510/Herald_of_Havoc/) and follow them on [Twitter](https://twitter.com/Herald_of_Havoc)]_
[_Zeldars Zone_](https://store.steampowered.com/app/1963510/Herald_of_Havoc/)



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