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Unity Training (Free) 50 Tips for Working with Unity (Best Practices) About these tips (Edit: August 2016. I have revised these tips. You can find the new list here.) These tips are not all applicable to every project. They are based on my experience with projects with small teams from 3 to 20 people.There’s is a price for structure, re-usability, clarity, and so on — team size and project size determine whether that price should be paid.Many tips are a matter of taste (there may be rivalling but equally good techniques for any tip listed here).Some tips may fly in the face of conventional Unity development.

For instance, using prefabs for specialisation instead of instances is very non-Unity-like, and the price is quite high (many times more prefabs than without it). Yet I have seen these tips pay off, even if they seem crazy. Process 1. 2. 3. 4. You can still use Unity as a level editor (although you need not). 5. You can address these issues by essentially re-implementing the inspector system. Scene Organisation 6. 7. 8. 9. 10.

Art 11. 12. 13. 14. 15. 16. Unity_course_start_here__free_ How do I get WBS Certified? Here’s how you can receive the ‘Walker Boys Studio Course Certificate in Unity Game Development’ and a WBS Certificate image for your website. 1. Complete and pass all exams (We’ll be keeping track of that automatically). 2. Complete all five Lab projects (The Details and minimum requirements must be met). 3. Post all five projects to your website (Must meet all Presentation requirements). 4. 5. That is it. Remember, this program is designed for the motivated, the talented and above all, the amazing…YOU. Work hard, make us proud, and show us that free online training and education is completely possible! Let us know if you have any questions. Thank you and God bless, Chad and Eric.

2D Game Art for Non-Artists - 2D Game Art for Non-Artists - 3DBuzz. Visual Search. Visual Search background software (purpose, software) selected publications Background The process of visual search, searching for a known item in an image, can be very easy or it can often be difficult and take considerable time. The two displays below illustrate both situations. In both cases, you are searching for a red T. You may have noticed that the left display was trivial, while the right display took a little more looking. The second display contained both blue T's and red L's, which mean that in order for you to find the target you have to look for a conjunction of features. Visual search occurs any time you search through a complex display looking for a particular kind of information.

Purpose of Our Software The purpose of our software is to help you study some of the processes that allow us to scan through a visual display to identify a target item. Software Windows users: Use this installer: VisualSearch.exe (virus checked, safe to download) Selected Publications on Visual Search. Search Games Archive | brain games for mental fitness. Look for hidden objects like words, letters, patterns, pictures and more in these fun online search games. Includes the Zirch family of games. This is a visual search game using photography. You will be presented with a little chunk of a picture and you will have to search it out in a grid of similar picture chunks. Patches is a search game in which you need to scan a grid of colors for a specific patch or pattern. A group of colored squares will appear and you need to search for the section in the grid that matches the target pattern.

This is a variation on the Zirch theme where all the letters move in straight lines across the gameboard. The general premise is the same – seek out the letters Z,I,R,C & H – except this time you get a limited opportunity to catch them as they will vanish one they pass across the gameboard. Zirch is a fun search game where you need to pick out all the Zs, Is, Rs, Cs and Hs from the mess of moving letters and visual distractions. Online Scientific Brain Training Games | Mind challenges - a piece of cake. Pattern Match – improve your spatial skills with brain exercises | play games with your mind. Unity « Rabidgremlin's Soapbox. So I need to find some words, more importantly I need a list of words that gradually gets more and more difficult to guess. So what makes a word hard to guess? Doing some research on the web turns up a couple of interesting posts such as this one and this one.

It turns out that short words are harder to guess, especially ones that have “non-obvious” letters. Thus words such as “jazz”, “jug”, “by” and “gym” are much harder to guess then words such as “deployments”, “historical” or “compartmentalised”. The list of words I have decided to use scores each word based on the relative frequencies of letters in the English language. So “jazz” scores: j(0.153) + a(8.167) + z(0.074) = 8.394. Whereas “deployments” scores: d(4.253) + e(12.702) + p(1.929) + l(4.025) + o(7.507) + y(1.974) + m(2.406) + n(6.749) + t(9.056) + s(6.327) = 56.928. Lower scores indicate words that are harder to guess when you have a limited number of turns. Letter frequency for the English language – source Wikipedia. Parallax system in Unity :: Bishop Games. Hello everybody! David’s speaking. It’s my first post here, so I’ll make it BIG! Nah I’m kidding. I’m just going to talk about a little piece of code I did for Light Fall, which is the parallax system.

I guess that most of you already know what it is, so you probably can skip to the next section. What is a parallax system To put it simple, it allows to create an illusion of perspective in a 2D environment. In a 2D world, perspective doesn’t exist, therefore moving the camera (or your head) left and right won’t have any impact because you’re missing the 3rd D, the distance. In a game like Light Fall, where the character is traveling in a rich world, creating the illusion of perspective can add a lot of depth to the experience. How it works We’re obviously not the ones who invented the parallax system. Translation If you translate your head left and right, like you probably already did earlier, the objects that are close to you are moving faster than the one that are away. Rotation The problem. Unity3D Best Practices | Glen Stevens' Thoughts.

These are a set of best practices I’ve found from a number of other sites (some are copied whole), pared down the ones I don’t agree with and added a few of my own. I really need to go back through these, as some of them are no longer appropriate for Unity3D version 5+. Each team member should have a second copy of the project checked out for testing if you are using version control. After changes, this second copy, the clean copy, should be updated and tested. No-one should make any changes to their clean copies. This is especially useful to catch missing assets. Use named empty game objects as scene folders. Carefully organize your scenes to make it easy to find objects.

Put maintenance prefabs and folders (empty game objects) at 0 0 0. Put your world floor at y = 0. Make the game runnable from every scene. First, provide a way to mock up any data that is required from previously loaded scenes if it is not available. Art Get the scale right from the beginning. Make and use test art Prefabs. Mobile & casual game development and distribution.

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Resolution. Mobile. PolCPP / UniTMX. The guide to implementing 2D platformers | Higher-Order Fun. Having previously been disappointed by the information available on the topic, this is my attempt at categorizing different ways to implement 2D platform games, list their strengths and weaknesses, and discuss some implementation details. The long-term goal is to make this an exhaustive and comprehensible guide to the implementation of 2D platform games. If you have any sort of feedback, correction, request, or addition – please leave it in the comments! Disclaimer: some of the information presented here comes from reverse engineering the behavior of the game, not from its code or programmers.

It’s possible that they are not ACTUALLY implemented in this way, and merely behave in an equivalent way. Also note that tile sizes are for the game logic, graphical tiles might be of a different size. I can think of four major ways in which a platform game can be implemented. Type #1: Tile-based (pure) Character movement is limited to tiles, so you can never stand halfway between two tiles. Slopes. Mike’s Unity Scripting Tutorial.

Unity keyboard control for move & turn Now let’s learn scripting by looking at basic scripts for controlling a cube we’ve made. Here’s a sample that uses the user’s choice of fwd/bkwd keys for movement and their left/right keys for turning. (Keys are defined in menu “Edit:Project Settings:Input”) Create this script and add it to a visible cube. (You definitely want to move the camera while editing so that the cube is visible when you start playing.) Beware: this copies and pastes well from SAFARI but has trouble with line endings when copied from Firefox (Firefox versions 3 through 16 ignore the unix “LF” linefeeds that I use in this unicode web page).Beware: integer math kills rotations.Beware: editing a script might not change copies of the script that are already attached to game objects, so I’ve been pressing "reset" on the attached script in the inspector.

Here is a move_force script that allows your player to accelerate and twist. Here’s a Jump Script... Beware, not tested much Timer. Mike’s Unity Scripting Tutorial.