Recently I’ve been asked to make a list of my favourite Unity assets. So, to begin with, these are 7 of my favourites!
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.
In this series of articles I will describe integrating social game features for the following platforms in Unity3D game :
- Apple iOS (Game Center)
- Android (Google Play Game Services)
- Android (Amazon Game Circle)
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.
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.
In this series of posts I’ll spot some light on Unity Project folder structure. What folders and files are required for version control systems, what are reserved folders names and their usage and as a bonus how do we organize resources and other files in our Unity projects at Nravo.
If you are a complete beginner, one awesome resource for getting into Unity3d game engine and getting the idea of what it is capable of is 3D Buzz. There is a section Unity Fundamentals which provides lots of videos explaining different aspects of the game engine. This article’s content is mostly from videos in the link above.
You can quickly get acquainted with basic Unity3d terminology below.
Maverick performance issue was opened just after Maverick release and now is the most voted on Unity bug tracker. Unfortunately or not, Apple has made new version of their Mac OS free and big part of users updated to the latest version without doubts and all of them got affected by this issue.
But today we’ll talk not about how “bad” or “good” Apple is, but how to improve Unity editor performance on Maverick.
In this tutorial we will create a simple level holder for a board tile based game and construct a level from the holder object.
Suppose we have a game that consists of a square board (like Flow) and multiple different elements. In our case elements will be small and large cubes and spheres.
Before starting this tutorial you might want to look at the following articles:
Recently I faced a pooling problem in my game. My prefabs were instantiated at run time and it caused some performance issues. Thats why I decided to implement a simple pool of prefabs myself as other pools had a significant overhead in functionality for my project. The implementation is ported from Nicolas Gramlich’s Andengine pool implementation. The project below also contains an example of how to use this pool.