Posts Tagged ‘Code’

Posts that have some sort of code.

Unity: Creating a texture from a XML file

Click here to read Unity: Creating a texture from a XML file

This Unity3D programming tutorial explains how to read a XML file from the Resources folder and use the pixel color data defined there to create a Texture2D object. Basically, it’s the same as creating a texture from an array, but this array will be obtained from a XML file, instead of being defined in the script.

Since even a small image uses a large amount of tags on the XML file, an example project is available for download at the end of the post. This sample project has a XML file with 4096 items, that creates a 64×64 texture.

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Unity3D: Using textures larger than 4096×4096

Click here to read Unity3D: Using textures larger than 4096×4096

This post explains how to assign images larger than 4096×4096 px as textures in Unity. This image size is the maximum supported dimension for a texture in that game engine, however Unity allows us to write our own custom shaders that can use four images as textures, instead of just one.

Therefore, this post shows how to create a simple diffuse shader that takes four images to compose a single texture. That way, a 8192×8192 image can be used as a texture by breaking it into four 4096×4096 pieces, thus respecting the engine’s image size limit.

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Android: Bitmap to Integer array

Click here to read Android: Bitmap to Integer array

As stated in the title, this post explains how to generate an Integer pixel array from a Bitmap object, that will hold the color information from each pixel of the image. This post also explains the opposite: creating a Bitmap object from an Integer array. This can be useful when one needs to apply effects to Bitmap instances. As usual, an example Eclipse project is available for download at the end of this post. It works both on the emulator and on physical devices running Android 2.0.

So, let’s get to the code. Putting it in a simplified manner, the below Activity decodes a PNG image into a Bitmap object, then, an array is created with the same number of pixels as the image. After that, a method from the Bitmap instance puts the pixel color information in the array. (more…)

Android: obtaining SD card memory information

Click here to read Android: obtaining SD card memory information

This Android tutorial explains how to obtain the primary external storage (normally, the SD card) information, such as the total available space and how much memory it has left to be consumed by applications and data. Fortunately, this is a short and simple code, that can be used to create file explorer app, or to check if the SD card has enough space to copy data into the external storage. An example Eclipse project with the source code is available for download at the end of the post. It requires Android 2.1 (Eclair) and works both on a real and emulated devices.

In simple terms, the code below checks for a connected SD card, by querying its state. If a external device was found, it then obtains the external memory’s total and available sizes, returning the values in GB, MB, KB and bytes: (more…)

Unity: Slow Motion and Rigidbody behavior

Click here to read Unity: Slow Motion and Rigidbody behavior

It’s been awhile since the last Unity post, in fact, it’s been quite some time since there’s something new on the website. I want apologize to all the 41 Post readers for taking so long to put together a new tutorial. So, let’s get to the tutorial.

This post explains how to set the parameters found at Unity’s Time class to make the game run in slow motion (also known as “bullet time”). It’s important to note that the following code was created for Unity3D 3.4, thus, the code featured below might work different in other Unity versions. (more…)