Tag Archives: unity3d

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 »

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 »

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 »