So here comes the next event from our community!
We will watch Apple’s special event this time. Join us on the 9th of September at 19:45 at Nravo Office (Shevchenka boulevard 5).
So here comes the next event from our community!
We will watch Apple’s special event this time. Join us on the 9th of September at 19:45 at Nravo Office (Shevchenka boulevard 5).
Recently I’ve been asked to make a list of my favourite Unity assets. So, to begin with, these are 7 of my favourites!
Hello fellow game developers!
The biggest Unity 3D conference Unite 2014 is approaching and we gather at Nravo to watch keynotes in cosy atmosphere with pizza to discuss them. Join us on the 20th of August at 18:45 at Nravo Office (Shevchenka boulevard 5).
We are announcing our Barcamp #4 that will take place on Thursday, 24th of July, 19:00, Shevchenka boulevard 5, 6th floor of Nravo office. Registration is free but required.
This barcamp will consist of several relatively short talks about cardboard (“the biggest WTF of the Google I/O”), about how to develop and maintain project documentation, porting Unity applications to Windows Phone 8, helpful patterns in Unity.
And here goes one more article about NravoKids development. In this article I will describe my experience with SmoothMoves plugin for Unity3d which is used to create bone animations. So this article is kind of an another asset review. I will try to describe its benefits and drawbacks. To be short the asset is fantastic but has some moments that might have been a little bit better. I will also tell about some tips to keep it mind while using the framework.
So below is a brief review of the asset and a little of my exprience using it.
In this series of articles I will go through the technical details of NravoKids project.
Development of the first project was really fast and rough and thanks to some of the amazing Unity Asset Store assets I managed to create a modularized application that is easy to modify and debug. This post will be particularly useful for those who need to create cartoon-or-movie-like interactive 2D games.
Current article is a brief overview of the assets I’ve used, why are they useful, their advantages and drawbacks. I will also describe how they are coupled. So lets begin looking at our assets!
Recently I had a task to select what Android phones to buy to extend company’s test device list. To be more precise, I had to select 4-6 phones that will cover most part of possible hardware configurations (screen size, GPU vendor, etc) taking into account that mainly we make games using Unity 3D.
We are announcing our Barcamp #3 that will take place in Startup Depot (Vesnyana St. 4) on Thursday, the 5th of June, 19:00. Registration is free but required.
This barcamp is all about Unity3D. This time we will talk about:
In this series of articles I will describe integrating social game features for the following platforms in Unity3D game :
We are announcing our second barcamp that will take place in CoMMuna (Halytska St, 1) on Wednesday, the 2nd of April, 19:00. Registration is free. CoMMuna entrance fee is 25 hrn. This time we will talk about game development for Google Glass and about Playmaker for Unity3d.
Have you ever faced a problem that it was hard to find assets in your project? If you’re new to Unity and make game more complex than Space Invaders, the answer is probably yes. That’s exactly what happened with our team, we are working on a big 3D MMO game and three months ago we decided that our project requires restructuring. In this post I’ll show folder structure that we use, explain how it is connected with art production pipeline and describe some naming conventions that help us a lot.
The problem: when I urgently need to create a new Unity3D project I spend a lot of time organizing folder structure, looking for my .gitignore file, and some assets I usually use (like MonoSingleton class).
Solution: I’ve created a repository (develop branch) with a project structure I generally use. I’ve included most of the folders I could remember to be useful and some assets that I use. The project structure varies from project to project but this solution is a good starting point. It will save you some development time. I will keep adding things I consider being useful.
We are announcing our second barcamp that will take place in CoMMuna on Wednesday, the 19th of February, 19:00. This time we will have a look at RubyMotion Framework and Unity3d Custom Editors.
Entrance is 25 hrn. per person, registration required. (CoMMuna made a discount for us – tea and cookies included).
In previous post I’ve described which files and folders are located in Unity project root, which are responsible for what and what should be kept under version control. Now we can move on to Assets folder. In general under Assets you can create whatever sub folders you want, but there are some reserved folder names for special needs.