46 Tips & Tricks for 2D mobile Performance in Unity. | Sicklebrick If this is your first jump into the world of Unity, my first tip (this one’s a freebie) is to stop trying to use it like other languages and environments. You will be using GameObjects, you will be adding multiple script components, and you will have to think differently. When I first started, my approach was to largely ignore prefabs (or use them like Flash’s display list) and get a copy of Box2D running. Painful as it is to deviate, get ready to put in some work! Without further ado, let’s get started: Physics: -Use the built-in physics.It might seem like a waste of cycles to have a fully 3D physics engine running the show for a 2D game, but bear in mind that the Nvidia PhysX engine will be running in Unity’s native core. -Try to use a 1/1 scale. -Get your object Mass right. -Mesh colliders can be slow compared to primitive box/sphere colliders. -You can simulate more complex shapes by combining primitive colliders. -Objects with a collider but no RigidBody are considered static.
Installing iOS SDK and Xcode on Windows 7 [Updated] | The iPod touch Weblog - Apple News, Tricks, and Themes Update 2: August 17, 2011 The TechExxpert guide has been updated to fully allow Xcode 4.1 to work. Sorry that the past fixes did not work. Thanks for the comments! Update: This guide has been modified to the latest updates as of August 2, 2011 including the latest Xcode 4.1 and OS X Lion 10.7. Apple has been adamantly refusing to create an iPhone SDK support for Windows-based machines. The following steps involve installing a virtual machine on your PC, updating the virtual machine to 10.7 , then running the machine and downloading and installing the iOS SDK and Xcode on to the virtual machine. There are other ways to install OS X on your machine but they involve creating a new partition and installing the Operating System directly to your hard drive. The process will take 2-3 hours, but most of the time is consumed by large downloads. 1. 2. 3. 4. 6. 7. If the icons don't show up, you may not have enough virtual hard drive space to fit the program.
50 Tips for Working with Unity (Best Practices) » devmag.org.za 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. Process 1. 2. 3. 4. It makes it unnecessary to re-setup each scene.It makes loading much faster (if most objects are shared between scenes).It makes it easier to merge scenes (even with Unity’s new text-based scenes there is so much data in there that merging is often impractical in any case).It makes it easier to keep track of data across levels. You can still use Unity as a level editor (although you need not). 5. Scene Organisation 6. 7. 8. 9. 10. Art
Oracle VM VirtualBox C# Number to String Conversion (Page 1 of 3) Converting Numeric Values To String Data The previous article, "C# String to Number Conversion", described how to convert strings into numeric data. This is particularly of use when accepting numeric input from a user. ToString Method Every data type and class in the .NET framework includes the ToString method. Basic Numeric Conversion Using ToString The simplest method to convert numbers to strings is using the ToString method for the type with no parameters. Formatting Converted Numbers When displaying values to a user you should format them appropriately for their purpose and according to the user's local settings. NB: The following example assumes that the code is executing on a UK machine. The three specifiers used in the above examples provide fixed-point notation (n), currency (c) and percentage (p) formatting. Available Format Specifiers The full list of format specifiers and the effect of the precision specifier for each is as follows: Using Picture Formats for Custom Formatting
Start Developing iOS Apps (Swift): Connect the UI to Code Connect the UI to Source Code Elements in a storyboard are linked to source code. It’s important to understand the relationship that a storyboard has to the code you write. In a storyboard, a scene represents one screen of content and typically one view controller. View controllers implement your app’s behavior. You define the behavior of your view controllers in code by creating and implementing custom view controller subclasses. Xcode already created one such class that you looked at earlier, ViewController.swift, and connected it to the scene you’re working on in your storyboard right now. At runtime, your storyboard will create an instance of ViewController, your custom view controller subclass. Although the scene is connected to ViewController.swift, that’s not the only connection that needs to be made. Create Outlets for UI Elements Outlets provide a way to reference interface objects—the objects you added to your storyboard—from source code files. Click Connect. Click Connect.
Blog Archive » Unity and PlayMaker: The best of both worlds Following-up on my brief review of PlayMaker, I’m back to explain you about how PreviewLabs may use PlayMaker in the future. As I concluded before, the best part of PlayMaker can give you nice visual overview of a finite-state machine (FSM), an oft used construct in rapid game prototyping. This overview is something you surely don’t have when implementing a FSM in code. However, from a programmer’s point of view, it’s quite clumsy to use PlayMaker to add behavior to the FSM’s states. The solution is to take the best of both worlds: creating states and connecting them using PlayMaker, and writing the states’ behavior in your favorite Unity programming language. To be able to do this, you have to add events in PlayMaker’s FSM Editor. The following is an example state class to use with PlayMaker: To add this code to a state, you need to add a ScriptControl Action in the FSM Editor, and then add a script. Feel free to comment to this post and share your experiences!
How to Create a Safari Content Blocker Extension in Swift - iOS-Blog In this tutorial I am going to show you how you can create a Safari Content Blocker Extension using Swift. Safari Content Blocker So, What exactly is a Safari Content Blocker? Well, It is an extension that you can create rules which will be applied to Safari on the loaded device. I think Apple sums it up rather nicely: Safari content-blocking rules can hide elements, block loads, and strips cookies from requests. For those who are having a little trouble with Apples famous Jargon style writing let me summarise as succinctly as possible. Create Project The first thing you need to do is create a new Simple View Application. Create Content Blocker Extension Now that you have your basic application created we need to add a new application extension. Click Next. You will then get a message asking you to Activate “SuperEvil” Scheme. Once that is done, go to your Project Navigation Pane. Block phrases or urls with Safari Content Block Let me show you a very quick example. Try it. What? Summary
list of features that are BAD for iOS (iphone) This is really not a complete list, but off the top of my head: The most important things to consider are your drawcalls. For example, an iPhone 3G really starts doing funky things over 25-30 drawcalls. You could reduce your physics Solver Iteration count (from Edit> Project Settings > Physics) and use interpolation. Try avoding instantiating / destroying objects. Try to stay away from comparing strings and never use GameObject.Find . Try to use Switch statements instead of many if / if else nested statements. I also try to use extremely simple shaders. You should also try to stay away from using alpha-testing shaders if you're planning to release for the ipad.
minimum required for unitypackage Hi, A working package, as far as playmaker is concern is to include the following: -- PlayMakerGlobals asset found in "PlayMaker/Resources". this is only required if you have globals variables or global events.WARNING: importing this into a project that has already global vars and events will overwrite it. The current beta is addressing this issue, so very soon, this issue will be lifted. -- also, custom actions are not automatically included, this is a pity, so you have to be very organize if you start having a lot of custom actions, make ONE folder called "PlayMaker custom actions" or something, and when you select the assets you want to export, select that folder too. NOW: given the context of this post, none of that was in cause with your case, it was just because a script from the standard assets went missing along the way. Bye, Jean
Pixel Perfect and Clean Textures I don't know why one would want images to grow bigger when resolution is shrunk. In fact, the graphics need to be SMALLER on lower-res devices. Basically, I am going to make the max resolution 1920x1200, and every sprite rendered at 500x500, but the game window is resizable (automatic for lower resolutions, or custom for any) which must resize everything inside it, but also the game can be zoomed in (which results in a native size of images, being EXACTLY 500x500). The actual gameplay (images) of even a 1920x1200 resolution will actually be smaller than 500x500, and when "zoomed out" even smaller. I will be having three cameras. So if the resolution is smaller, than universally those images will be that % smaller, up to a minimum resolution. The game window will be maximized for the HEIGHT of 1080p, with 1200 having no difference (extra room for the GUI).
Best Practices & Tips | Localytics We’ve written recently about the importance of optimizing your app conversion rate for better mobile ROI, because identifying conversions is the key to unlocking the revenue potential of any channel. And mobile is no different. Identifying the conversion hot spots in your app depends entirely on using the right engagement analytics. Within your analytics, you can determine the how and why of your conversions, including which events are most successful in converting users, which of your audiences are converting, and how to optimize to improve. Two Questions to Start: Who is Converting and Where? While mobile usage is surging, app user behavior continues to be unpredictable by traditional guesswork. In the past few years, marketers have been diligently converting to mobile-optimized sites, with dedicated mobile sites or, more commonly, through responsive design. For years, brick-and-mortar stores have fallen under the shadow of the web.
Unity iPhone Build gaining 20MB in Xcode Hi Everyone, just having a problem getting down to my project down to the 20MB download limit. The editor log says: Textures 18.8 mb 71.2%Meshes 162.2 kb 0.6%Animations 0.0 kb 0.0%Sounds 1.5 mb 5.8%Shaders 0.0 kb 0.0%Other Assets 49.0 kb 0.2%Levels 91.1 kb 0.3%Scripts 144.7 kb 0.5%Included DLLs 5.6 mb 21.3%File headers 40.4 kb 0.1% Complete size 26.4 mb 100.0% I'm going to reduce the textures and thing but I was wondering if anyone knows how to reduce the included dlls I'm sure I'm not using them all. Thanks Chris