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Tag Archives: unity3d
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?
Dev Diary #5: No texture. Such Polygon.
Another week, another update. This week in development has been pretty exhausting, as we are encountering a few difficulties and some tasks became tedious to work with. Lightmapping is still a big challenge, to be honest. When coming from software… Continue reading the rest of this article →
Dev Diary #1: Draw something (picture heavy post)
The first weekly roundup is here and I am pretty excited. It does not mean we’re just starting the work on our game, but this kind of documentation is new for us. Every Monday we’re having a weekly meeting where everybody… 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 →