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Category Archives: Code
How to fix: Connecting issues of Shift Happens on Playstation 4
Since we have been getting more and more emails and messages from people having the same connecting issues on PS4 for Shift Happens, I decided to make a short write up on how to fix this. What’s the problem? Whenever… Continue reading the rest of this article →
Custom Attributes in Unity3D
One of the recent versions of Unity introduced a wider variety of Custom Attributes. For example, to spice up your boring Editor-exposed floats, you could add the Range-Attribute to get this: But how do you create something like that yourself?
Mercury Shift Devblog: Code Catch up
In this post we will be looking at some of the things the code department has been doing during the last months. Mic built some cool tools for the Unity Editor and Rika was busy implementing player functions. But let’s go into… Continue reading the rest of this article →
Unity3D: Printing Vector3
Everyone who coded for Unity3D has come across this problem; Print a Vector3 and get this: That’s not very useful, especially since the X-part is actually 1.23.
Tips for Android Development
Recently, I’ve been working more with Android tablets to deploy our games there. Unity3D has been, as usual, very accommodating in its deployment features. All you need to build on your device is the Android SDK, matching drivers for your device… Continue reading the rest of this article →