Month: March 2016
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Unity Tip: Advanced SerializedProperties
If you are writing editor code, it is common to use the SerializedObject and SerializedProperty interface to view the serialized form of data. How this data looks and acts is somewhat documented but it has a couple quirks. For this reason I’ve created a small utility class for viewing the representation of a SerializedObject in…
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Prototype Postmortem: PixelCraft
I have been working towards a couple prototypes for different possible games. My hope is that one of them will have the potential for a complete game. My direction is intentionally unorthodox, because I do not want to re-tread the ground of previous games. This also means that things don’t always work out like you…
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Unity Tip: Working with Resources.Load() Strings
Resources.Load() is the way to load ‘baked’ data (ie data that was shipped with Unity at compile-time). This is done via strings. Messy, messy strings. And what format are these strings? The path is relative to any Resources folder inside the Assets folder of your project, extensions must be omitted. This path value is surprisingly easy to…
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Unity Tip: Importing Textures
Usually when working with textures in Unity you may have a few specific requirements on how textures should be imported. Compression, mip-maps, filter mode, and wrap are usually my most commonly set flags. I’ve taken to writing a small chunk of editor code to help me set the properties of my images without requiring manually…