
During March 2025, Blowrain1 developed a Placement and Camera Control System with Grid Visualization for the SurvivalProject repository. This feature introduced a dedicated placement mode with a toggleable grid, supporting camera zoom and pan for enhanced level design precision. Blowrain1 integrated the Unity Input System to streamline user interactions and employed Unity Shader Graph to create procedural grid patterns, improving visual clarity and placement accuracy. The system was architected for extensibility, enabling future grid-based gameplay features. By focusing on robust integration and user experience, Blowrain1 strengthened the project’s core tooling, supporting both designers and players in planning and interaction.

Monthly summary for 2025-03: Delivered a feature-rich Placement and Camera Control System with Grid Visualization for SurvivalProject, enabling a dedicated placement mode with a toggleable grid, camera zoom and pan, and Unity Input System integration. Implemented shader graphs for grid visualization and procedural patterns to improve placement accuracy and visual clarity, supporting better user interaction and gameplay planning. No explicit major bugs were reported in the provided data; focus was on robust integration and extensibility for future grid-based features. This work strengthens the core level-design tooling and gameplay feedback loop, enabling precise placement and improved designer/player experience.
Monthly summary for 2025-03: Delivered a feature-rich Placement and Camera Control System with Grid Visualization for SurvivalProject, enabling a dedicated placement mode with a toggleable grid, camera zoom and pan, and Unity Input System integration. Implemented shader graphs for grid visualization and procedural patterns to improve placement accuracy and visual clarity, supporting better user interaction and gameplay planning. No explicit major bugs were reported in the provided data; focus was on robust integration and extensibility for future grid-based features. This work strengthens the core level-design tooling and gameplay feedback loop, enabling precise placement and improved designer/player experience.
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