Unity Workshop – “How to create 2D games with Unity 3D”

Are you interested in game development and will be in Lviv on the 26th of January?

 

We’re happy to invite you to the Unity Workshop – the first official event organized by Lviv GameDev Community! Add this date to your calendars: Sunday, 26 of January, 11:00, Shevchenka boulevard 5, 6th floor of Nravo office.

 

Event will be held in workshop format, the topic is “How to create 2D games with Unity 3D”. Special guest – Dmytro Mindra, Software Development Engineer in Test, Unity Technologies.

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How to make Unity work better on Maverick

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.

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Nravo Barcamp #0 recordings available

Hello reader, I’m happy to announce launch of Nravo Developers YouTube channel.

 

For now we’ve published recordings from Nravo Barcamp #5 where Taras Leskiv talked about integrating iOS DevCenter into your Unity game and Volodymyr Mykhailyk talked about influence of classical literature on a developer. All videos are available in Ukrainian.

 

Don’t forget to subscribe to our YouTube channel in order not to miss something interesting.

 

 

Scriptable Objects in Unity3D – Creating a holder for game level for simple board tile based game.

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:

 

Simple Pool of Prefabs for Unity3D

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.

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