2022-09-30
3300
#unity
Alex Merzlikin
134484
Sep 30, 2022 ⋅ 11 min read

Deforming a mesh in Unity

Alex Merzlikin Game developer with 8+ years of experience writing about different aspects of game development from performance and optimization to game architecture and clean code.

Recent posts:

the replay graphic november 5

The Replay (11/5/25): Developer elitism, REST APIs, and more

Discover what’s new in The Replay, LogRocket’s newsletter for dev and engineering leaders, in the November 5th issue.

Matt MacCormack
Nov 5, 2025 ⋅ 32 sec read
lewis cianci quote developer elitism

It’s time to break the cycle of developer elitism

A senior developer discusses how developer elitism breeds contempt and over-reliance on AI, and how you can avoid it in your own workplace.

Lewis Cianci
Nov 5, 2025 ⋅ 13 min read
open ai agent kit

I tried OpenAI’s AgentKit: Does it make Zapier and n8n obsolete?

Examine AgentKit, Open AI’s new tool for building agents. Conduct a side-by-side comparison with n8n by building AI agents with each tool.

Clara Ekekenta
Nov 4, 2025 ⋅ 11 min read

A Jarvis for everyone: AI agents as new interfaces

AI agents powered by MCP are redefining interfaces, shifting from clicks to intelligent, context-aware conversations.

Peter Aideloje
Nov 4, 2025 ⋅ 10 min read
View all posts

One Reply to "Deforming a mesh in Unity"

  1. Hi,

    Any chance you could add comments in the article or github repo some details on how CalculateDisplacement and/or GetOffset functions? How does _Time, _Speed function and where did the 6.0 float come from? The article is great otherwise, I got the compute shader example rendering.

Leave a Reply

Hey there, want to help make our blog better?

Join LogRocket’s Content Advisory Board. You’ll help inform the type of content we create and get access to exclusive meetups, social accreditation, and swag.

Sign up now