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46 Tips & Tricks for 2D mobile Performance in Unity.

46 Tips & Tricks for 2D mobile Performance in Unity.
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.

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Making Sprites and Sprite Animations Sprite Sprites provide the graphics for items and characters that appear in 2D games. For detailssou, see the Sprite and SpriteRenderer documentation pages. 1.1. Use the Sprite Editor to Make Multiple Sprites From One Texture In the Project View, open the Sprites/Spaceship folder and select Spaceship. Getting Started First things first. If you have no idea what Unity3D is go check out their website or check out the section of our site called What is Unity3D? So at this point you should be getting that Unity3D is software that you can use to make games. I've been making games for over 20 years and I definitely believe Unity3D offers the most painless learning curve of any game dev platform I have used, but with that said, if you don't know anything about 3D modeling, developing in 3D environments, character animation, and especially programming, learning to build a game in Unity3D isn't going to be easy.

Capital: Adventures in adventure creating Games can be the perfect medium to tell stories with. But how do you get started when you’re not a coder? I talked to the film maker and game designer Ash Denton about Capital, a sci-fi noir point and click adventure game that he’s working on. 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. Universal Fighting Engine: Building a business on the Asset Store Daniel Esteves is an Asset Store publisher who is all in. His assets are not a byproduct of his game development process. He actually enjoys building tools more than building games, just as we do. And he’s got some advice for people who are itching to make it their living as well. He used to create Flash games and built an independent game studio that had some success with an MMO card game on Kongregate. After a few years of updates, however, the revenue dried up.

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. This will allow you to extrude both sides at the same time using Shift-E, and it will also mirror any transforms (grab, rotate, scale) that you do. You'll want to leave both hip bones unconnected to the Root bone. They'll still move with the Root bone when you transform the Root (you can see a dotted black line from the head of the hip to the tail of the root representing the parent relationship if you grab and move one of the hips around).

Git and Unity projects - Damien Mayance (Valryon) I know this has been covered a hundred times over the Internet, but I need to centralized all the useful information for my future projects. By default, it’s not that easy to have a clean Unity project under source control. Remark: this post has been updated for Unity 4.3.

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

Tips & Tutorials 3D Artist Looking for disc files? Richard Pritchard reveals his complete workflow for character design and development in this two-part tutorial 50 Tips for Working with Unity (Best Practices) About these tips 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).

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.

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.

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. Unity Blog - A glimpse inside Unity Technologies… Unity 3.4 is nearing release, and we wanted to share some the features that will be included and also share with you a roadmap for what we are working on this year. Unity 3.4 We’re about to enter release candidate 1 with Unity 3.4, which is a feature + bugfix release. Here are some highlights: