Tag: unity - page 3
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Mar 2, 2015
Pixel perfection in 2D game projects
Pixel perfection can be a little more complicated to achieve when using a 3D game engine than one might initially think. There are many small contributing factors to unwanted side effects such as edge bleeding, fuzziness, flickering edges, non-uniformly shaped pixels, inconsistently shaped pixels, etc. To make things harder the solutions and workarounds often vary on a case by case basis.
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Oct 10, 2013
Adding reorderable lists to editor interfaces in Unity
Often I find myself in need of reorderable list functionality in my various custom editor interfaces, and so I decided to create a generalized implementation which works with generic lists List<T> and with SerializedProperty.
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Sep 18, 2013
Initialization at runtime from a configuration asset
Often when working with Unity I have the need to automatically initialize “controller” objects which live across scenes. In the past I have typically created an initialization scene and used DontDestroyOnLoad. Whilst this works it makes debugging scenes a lot tricky since you cannot just hit the “Play” button.
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Apr 30, 2013
Adding the little padlock button to your EditorWindow!
One of the less well known features of Unity is the little padlock button that lives in the upper-right corner of the Inspector window. This button is fantastic because it causes the inspector to ignore future selections and thus allowing you to select other objects without affecting the contents of the inspector.
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Jul 16, 2012
Possibility of reusing custom editors in a custom window?
Several weeks ago I had some ideas that would add lots of flexibility to my custom editor window. In a nutshell the idea was to add, modify and remove certain components. To be honest I thought that this would be relatively easy because this functionality is already available within Unity inspector windows. I remembered seeing
EditorGUILayout.PropertyField
and I foolishly assumed that would do the trick, but I was wrong… -
Jun 18, 2012
Changing data structure of MonoBehaviour in Unity extension
Several customers who have purchased Rotorz Tile System have made a number of feature requests that exceed the original design of the product. I am delighted that my fellow game developers are finding Rotorz Tile System useful in their projects. There have been some fantastic suggestions which have already helped further the product.
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May 25, 2012
Prepare 2D tile set for Rotorz Tile System
I recently received a question asking if Rotorz Tile System could be used to paint 2D tiles. A tile is a three-dimensional object that is represented by a prefab. So the answer was yes, because a plane can be created and mapped to the tile texture. When working with tile sets it is generally a good idea to pack tiles into a texture atlas in order to keep the number of draw calls low.
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May 20, 2012
Developing extendable editor extensions for Unity
Many of the editor extensions that are available from the asset store are closed source. For those who do not understand, this simply means that the source code is compiled into one or more class libraries (DLL).
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May 17, 2012
Fall detection for platform game in Unity
In order to detect that a player has fallen to certain death there needs to be some sort of detector. The detector needs to be positioned and scaled to fill the gap at the point of no return. Box colliders tend to work best for this because they can be positioned and scaled easily.
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May 14, 2012
Creating levels for Unity with Rotorz Tile System!
When creating Munchy Bunny! I was using an extension called Tidy Tile Mapper which allows you to create levels using 3D tiles. This is a good editor extension for Unity which offers a lot of powerful features. Unfortunately I encountered several major limitations which made it very difficult to achieve what I needed: