My First VR Impressions

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For a long time now I’ve been a big fan of non-traditional ways of interacting with computers, and technology as a whole. I think that for me the moment I started to really think about what shape the future of computers would take was when I first stood in front… Read more »

Visual Studio Code Snippets in GitHub

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I’ve uploaded most of my commonly used Visual studio code snippets to GitHub. These include several general purpose snippets for doing shorthand calls to things I use often such as: Snippets for generating or updating class definitions such as this one which turns a class into a singleton: Along with… Read more »

Weighted Randomization

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A weighted randomization would be when you have several values that you want to present with different odds between them. For example, consider values A, B, and C. If you were to decide that you want one of these 3 values, but you want A to occur 20% of the… Read more »

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 »