Posts Tagged ‘Code’

Posts that have some sort of code.

Unity3D: Non-rectangular GUI buttons – Part 3

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This is the last post of this series, which explains how to create non-rectangular GUI buttons for Unity3D games. If you haven’t read any of the other posts yet, it is highly recommended that you take a look at part one and part two before going any further.

So, let’s start from where the second post left: we already have our Unity3D scene set up with the 3D hit test model already imported and placed inside the scene. All we have to do now is import the PNG images and make then appear as a GUI element. To do that, just drag and drop then somewhere inside the Project tab. After the images are inside Unity3D, create a GUISkin by right clicking an empty space in this same tab and select Create->GUISkin as shown: (more…)

Unity3D: JavaScript vs. C# – Part 5

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As the end of the year draws close, so is this post series. Here, the differences between JavaScript and C# when casting a ray in Unity3D will be pointed out. Don’t forget to read the first, second, third and forth parts of the series for a better general understanding of what is being discussed here.

Let’s start from the basics: What is ray casting? As the name describes, it is basically a program that simulates a ray being cast, much like a laser pointer in real life. It is very useful for game programming, as Raycast classes are programmed to return the distance a ray collided with something (and sometimes, even the name of the object). Unity3D doesn’t have one single Raycast class, instead its functionality is scattered across the Physics, RaycastHit and Ray classes.

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Android Manifest File for a Game

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Android was designed to see every application as a collection of Activities united by intents. It also relies on the Activity stack to determine what Activity will be launched after the user finishes it by pressing the ‘back’ button. While the stack system is helpful for users and for some applications, this default behavior isn’t a necessarily a good thing for games.

That is mainly because of two things: a game use a lot of hardware resources from the device that runs it, meaning that having other activities in the same stack as the game Activity can have an impact on its performance. And the stack default behavior could lead to multiple instances of the same game running in the same stack.

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Unity3D: JavaScript vs. C# – Part 4

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This is the 4th post of a series that tries to explain the main differences between JavaScript and C# when programming for Unity3D. In this post, some differences between yielding (pausing) code execution in these two programming languages will be pointed out. Before continuing, it is highly recommended that you read the first, second and third other posts of the series.

As explained before, yielding pauses the code execution, being very useful to game programming, as you have a better control when things will happen in your game. Whether using C# or JavaScript in Unity3D, one can’t simply yield the Update() method. There is a workaround for that, but as you might have guessed, they are different for the two programming languages we are discussing. Since these workarounds are often used, they will be the examples presented on this post. Let’s start by seeing how to yield a JavaScript code: (more…)

Unity3D: JavaScript vs. C# – Part 3

Click here to read Unity3D: JavaScript vs. C# – Part 3

This is the third part of a series that show some of the differences between JavaScript and C# when writing scripts for Unity3D game engine. I suggest that you read the first and second post of the series to better understand what is going on here.

In this third part, I will point out some differences between JavaScript and C# by writing a script that makes a GameObject move forward. So, let’s start with the programming language that will take the smallest number of lines to make a GameObject move, JavaScript: (more…)