VR Design Notes – Radial Menu and Control Overrides

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Goal: I want a radial menu with a variable # of buttons that comes up on a transposed position from the parent object. It will use the touchpad to detect the direction of the button the user wants to select, and a press of the button will press that button…. Read more »

Unity – CustomYieldInstruction

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Unity 5.3 provides a very simple way to implement custom yield instructions which is a very nice and clean way to implement custom timing logic without adding a bunch of chained coroutines to you code. I recently had a problem with coroutines that rely on button input. In this example… Read more »

Unity – Enemy Nametag

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When dealing with positioning 3D objects a scenario can often come up where you need an attached object to always be positioned or rotated relative to another point, ignoring parts of the parents transform. Consider a scenario where you want to have GUI display on an enemy, such as for… Read more »

Dungeoneer Update – Game Difficulty Balancing

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Game difficulty and balancing is a difficult problem to solve, More so I find in already released titles. I recently released an update for one of my mobile games, Dungeoneer. The plan I started with was that I was going to fix the difficulty balance “issues” I had, seeing as… Read more »

Unity – Building Geometry for Prototyping Levels

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During the prototyping phase of game development it’s common to use placeholder graphics in place of a more permanent set of art for production use. Unity’s standard assets come with a nice set of prototype geometry for use in level design which includes a floor, wall, stairs, and several varying… Read more »

Unity – Nav Agent Stationary Turning

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Unity3d Nav Agent objects provide a great convenience in regards to pathing and obstacle avoidance in AI controlled characters and objects. By default when you control the nav agent you do so by giving it a destination Vector and by interacting with the nav mesh that’s baked into the scene… Read more »

Unity – Compound Colliders Firing Multiple Trigger Handlers

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Recently I had a problem with the AI system that I’m building, in which I had calls to OnTrigger events that shouldn’t have been reached. My Colliders were set up as such: The outer collider is being used as a distance check to see if the player is within the… Read more »

Unity – Raycast LayerMask Exposed in Editor

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Dealing with raycast layer masks can be a bit of a hassle. Relying on hardcoded layermask numbers or names, bit shifting to get the behavior you expect; it can lead to some bad spaghetti code if you’re not careful. Single layer mask: Multiple masks: Thankfully, the Unity Editor has a… Read more »

ITunes Screenshot Converter

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I got really tired of resizing screenshots by hand for uploading to the ITunes store so I wrote a simple tool to do the conversions for me. I launch the application, choose the source and destination directories and process. After a few seconds I have a series of directories broken… Read more »

The Most Important Page in the Unity3D Documentation

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http://docs.unity3d.com/Manual/ExecutionOrder.html The unity object lifecycle is critically important to understand. It’s so important that I have it in my browser bookmarks bar right next to my music streaming and rss feed. This image in particular will be your best friend: Brief Summary: It’s important to note that game objects that… Read more »