Posts Tagged ‘Unity3D Programming’

Posts that explain some aspect of the Unity3D game engine script programming.

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.

(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…)

Unity: Raycast Reflection

Click here to read Unity: Raycast Reflection

As any person that has already used Unity’s Ray class knows, there’s no support for reflection, which could be useful for some specific cases. This post will try to offer a solution to that, explaining how to create a script which casts a ray that gets reflected when it hits a surface. Not only that, but the script also allows to set the number of times the cast ray should bounce. An example project with a scene and the code explained below is available for download at the end of the tutorial.

Before looking how the reflection script works, a scene must be set with some walls to reflect the ray. Additionally, a game object will be required to act as the source of the ray . To create the ray’s source, just select GameObject->Create Other->Cube: (more…)

Unity: Normal Walker

Click here to read Unity: Normal Walker

This Unity programming tutorial explains how to create a controllable character that appears to ‘walk’ on the surface of another object. That’s achieved by using a script that matches the normal up orientation vector of the controllable game object with the surface normal of the other 3D object. But not only the script, this post also explains how to set up a scene to make it work.

A demo project with everything discussed here is available at the end of the post both in C# and JavaScript.

The first step is to create a Cube game object, that will act as your player. To do it, just select GameObject->Create Other->New Cube: (more…)

Unity: Rotation Controller

Click here to read Unity: Rotation Controller

Another day, another Unity3D programming post. This tutorial contains not just one, but two scripts that rotates a game object around another one, based on the keyboard input. Again, like the previous tutorial, this was also inspired by retro games, such as S.T.U.N. Runner or the special stages from Sonic 2, where the player controls the main character by pressing left or right, making it complete a full circle in the screen. However, unlike those games, the below scripts aren’t applying gravity to the player, for the sake of simplicity. Everything explained here is available for download at the end of the tutorial.

(more…)