Saturday 21 February 2015

[Unity3D] Starting & stopping coroutines

Recently I was figuring out how start and stop coroutine works in Unity. And here you can find what I find out.



First things first.

What are those "Coroutines"?


They are almost same as functions but you can program them to work over time.
For example: if you'd like to tween a button or fade out any object over time you'll be able to do that only with coroutines (or very complex and strange Update... ;) ) because they are not limited to single frame like normal functions.

If you are looking for better explanation what coroutines are you can find it on the end of the post.. ;)

Sunday 31 August 2014

Hyper Inteligent Bot ;)

I am writing little shooter with 2 friends and within game we have little bot which could not get enough fun of firing... :D

Here you have little video. Have fun :)



PS. Did you know that exist something like Magisto which made this video? :O

Wednesday 20 August 2014

Open Beta for Unity 4.6!!

!!! NEWS OF THE DAY !!!


Unity 4.6 is now available for download!
I know that it's still beta but hey! Finally we can test new UI system!

You can find more info about beta here: Unity - Beta - Unity 4.6

Monday 18 August 2014

Visual Studio Tools for Unity!

For over 3 weeks we can finally enjoy UnityVS (now Visual Studio Tools for Unity) which is available to everyone for free!



And what does it mean for developers?
Well.. It's mean that Visual Studio has now better integration with Unity.
For example now we can attach VS to Unity and our debug code.
With VS we have also code snippets, wizards and other useful tools.

Previously UnityVS cost 99$ for personal license and for 299$ for professional one.
But now.. When Microsoft acquired SyntaxTree.. This plug-in is available for free.

You can now download it from Visual Studio Gallery 

More information you can find here: Visual Studio Blog
Documentation for Visual Studio Tools for Unity is over here: Documentation

Friday 25 July 2014

XML with Linq - how to save and load those files?! [Unity3D]

Recently I was fighting with saving and loading XML files using Linq which was quite odd.. Especially when this make you headache..


Some of you may not even think about it when you have some small projects but in bigger one.. Data serialization might be real challenge. I was doing some research for dealing with it and I found 2 most common methods: 
  • Unity Serialization, which work automatic with just adding [SerializeField] over variable or class
  • Writing own serializer and save data to XML, JSON or any other file
First I was thinking that the first method might be good for me but suddenly... Wild "I'm not this type of guy" appear.. And that mean that I have to know what's going on in project so I start digging and looking for information about dealing with XMLs... :P

Input Reader [Unity3D] - Updated!

So InputReader was updated to read individual joystick axes.
This should work with multiple controllers at the same time. (hope so!)
Unfortunately Unity does not allow to create or modify axes from code so you have to manually add axes to InputManager... (link to example below)

New InputReader is [here].
And example of InputManager with individual axes is [here] (simply copy this to ProjectSettings/ in your project).

Friday 11 July 2014

Input Reader [Unity3D]

I'm just working over my customizable input manager and the first thing that was a little though was reading input from keyboard. So I just wrote one and I hoped that it will be helpful.

So here you can find that script in my public repository [InputReader]