Category Archives: Code

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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?

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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 →

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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.

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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 →

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A: What was the wonkiest bug you encountered so far?

There were so many odd bugs over the time, it is hard to say. Some of them were just strange and caused a big facepalm at the end, many mere logic errors and some few actually funny. The latter are… Continue reading the rest of this article →