Author: chris
-
Games 101: Data Structures in Games
Frequently people’s first foray into programming is in games. Sometimes developers come from other disciplines such as design or QA. Frequently I see the same programming mistakes occur due to a lack of understanding of basic data structures. I’ve made them, it seems everyone makes them. So I hope to spread some data structure love (using C#/Unity…
-
Hideout Source Code Archive
Archived code lives on here. Also migrating the code to Github so I can update things. I’ll do my best to keep this up to date. Mostly little things, helpers, etc. Whirlpool Shader This is the whirlpool shader talked about in this post. CopyRef Language: C# (Unity3D) I never remember how Resources.Load() likes its strings formatted.…
-
Project Search and Replace v1.05 is out and 60% OFF!
The latest version of the Project Search & Replace plugin is now available over in the Unity Store. The video below illustrates some of the new features such as: Search and Replace in your scene while the game is running! Search for usages of your MonoBehaviours! Duplicate search items. And if that wasn’t enough…its on sale…
-
Project Search & Replace is now LIVE
My Project Search & Replace tool is now live in the Unity Asset Store! This tool has already saved me time in developing games by doing some heavy lifting. I wrote this because I felt that Unity could use a solid, generic search & replace system. Watch the video below to see the tool in…
-
Free Beta Invites: Project Search and Replace for Unity
Are you a developer/artist/designer working in Unity? Would you like to work faster? Would you like the ability to better search and replace text, strings, and more? If so, join my closed beta! My plugin for Unity, shown in the video below, allows you to search and replace within Unity with ease. https://www.youtube.com/watch?v=ixerXMTl-EA I’m getting ready…
-
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…
-
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…
-
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…
-
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…
-
Game Development And Timelines
I have been working with Galatea Studios here in Tucson as we work on some exciting and unique projects. As we move forward with new projects Monty posed the question to me: “Can we define a general timeline and expectations for game development?” The end result is a rough ‘order of operations’ document defining terminology,…