Alex Jordan's Blog - Recreating Unity Pro Features in Unity Free The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Unity Pro is a wonderful piece of software, but that initial pricetag of $1,500 US is somewhat high. And if you’re working on a mobile title, that number gets multiplied by the number of platforms you’re targeting.
Making an Inventory (Basics) Whoa, the examples I see for inventories around here are very confusing! I was reading through the Unity reference site about Gui basics, but got lost on grids. I understand making a Gui box, and making grids in general, but how do I make PAGES of different grids for one gui (inventory)? Programmer's Ranch: Unity3D: Moving an Object with Keyboard Input Hi! :) Today we're going to take a first look at the Unity3D game development engine. Go Beyond Retro Pixel Art With Flat Shaded 3D in Unity In this tutorial, I'll show you how to create flat-shaded 3D graphics for your Unity game, and explain why you'd want to do it in the first place. Today, there is an abundance of 3D tools and engines that allow anyone to make 3D games. However, the challenges of 3D art are daunting and often require a huge amount of time, effort, and expertise which the solo gamedev or hobbyist doesn't have. Low-polygon models, in combination with flat shading, brings back the style of the early '90s, using techniques that anyone can learn. And it's not just a nostalgic throwback; flat-shading can easily be combined with modern techniques like ambient occlusion maps to give your game a striking, avant-garde look. Get the example Unity project here
How can I start learning Unity fast? ( List Of Tutorials ) The most recent version of this list can be found at I just compiled a list of Unity resources for a different purpose (hence my subjective comments and a shameless copy&paste). Some of the resources have already been mentioned here and some of it is only Unity-related and not strictly for learning Unity itself. Interesting things in Unity 4.5 you probably didn't know about Well, as you all know Unity team has recently released Unity version 4.5 which brought us (according to Unity's web site): Over 450 bug fixes,OpenGL ES 3.0,Shader workflow boost,Smooth and natural 2D physics andSparse Textures. While 450 bugs fixed sounds amazing, shaders compilation was indeed terribly slow, I don't really care about OpenGL ES 3.0 (since I got an old iPhone 4s) and Sparse Textures is a good feature to explore on modern desktop GPUs, what I want to tell you about are those features and bug fixes buried in the massive Release Notes which you have probably missed but they are indeed very important. In no particular order. Hierarchy Window sorting New Hierarchy Window sorting - sorting of elements is now based on transform order instead of name.
Blender to Unity Workflow The downside of this flipping technique is that the new bones aren't directly connected to the root bone. Select the Shoulder.r bone, look over to the Properties frame, and check “Connected” in the Bone tab. An alternate and faster technique, as pointed out in the comments by v_n_j, is to start your rigging process by checking "X-Axis Mirror" in the Tools panel (to the left of your 3D viewport) under Armature Options before doing any extruding.
Unity + Git, Friends Forever – Pt 1 : Setup I recently wrote a quick post about how I use Git submodules to manage my code/asset packages in Unity. While writing it I realised how difficult just getting to that stage with version control can be. We’ve all heard how useful this version control thing is. If you work in a team larger than 2-3, you need it to manage changes to the project. If you don’t, you need it to store backups and history. It lets you reuse code and keep it updated easily.
A Game of Tricks III – Particles fun (part1) One of the first tool we developed for Drifting Lands was a brand new FX / particle system. The artistic direction of the game is headed toward a very graphic and stylized rendering and we do love traditional animation ! Here’s a sample of particle FXs in the current alpha version. Each of these effects requires from 3 to 20 or 30 particles max.