Category Archives: Unity3D

Unity – Singleton GameComponent

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Sometimes you have components that will only be in the scene once that you need access to from several of your other components. In these situations you can have your components all have a public reference to those other components and wire them all up in the editor, but if… Read more »

Unity – Fixing Incorrectly Exported Models

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Sometimes when dealing with models from a third party you’ll run into situations where the model was exported in a way that causes problems for the developer. One of the most common, but easiest to solve is when a model is exported at a position other than the origin (0,… Read more »

Unity – Project Backup

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When I first started doing Unity development I spent time investigating various backup and source control solutions. What I came to find was that if you’re doing a project that utilizes more than a few 3d models, audio files, and so on your project an easily reach several GB in… Read more »

Unity – Invoke and Coroutines

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During you’re development process you’ll probably come across scenarios where you want to have code execute after a particular amount of time has passed, or have several pieces of code that need to execute with delays. Like most large scale UI frameworks Unity can be particular about what kind of… Read more »

Unity 2D Prototype part 8 – Final

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In the previous steps we added everything needed to consider our prototype mobile game complete. We didn’t focus too much on the actual visuals or sounds, but put valid placeholders in so that we can go back and easily replace the graphics and sounds to make an actual game from… Read more »

Unity 2D Prototype part 7 – Music and Sound

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In this part we’ll be adding background music and sound effects to the game. The camera control comes preset with a component called an AudioListener. This component is the mechanism that detects played sounds and sends them through the audio driver to be played by the players current audio controller… Read more »

Unity 2D Prototype part 6 – High Scores

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Next up we want to track the high scores the players get on the game. Create a new script, ScoreManager, and add it to the System game object. In this script we have a few things of interest. First off we have a property called Scores that is a List<int>,… Read more »

Unity 2D Prototype part 5 – Deploy to Android

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Now that we’ve got a technically complete game, that is, gameplay with the ability to complete the game and start over without restarting the application, let’s push the application to a device and see how it works on an actual touch interface. Go to edit -> project settings -> Player…. Read more »

Unity 2D Prototype part 4 – Basic AI

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Our AI will be relatively simple. We already have it automatically moving down the screen so the only thing we really need to do is have the enemies spawn on their own. To start with we’ll update EnemySpawner so that instead of using the right mouse click the enemies would… Read more »

Unity 2D Prototype part 3 – Basic Mechanics 2

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Now that we have some of the basic mechanics in place it’s time to make it look a bit more like a game. First off we’ll make it so that we can’t play anything until we actually press start. First let’s add a few new canvases to our scene, the… Read more »