Archives for the 'Coding' Category

Ode to Unity

Monday, October 19th, 2015

I complain on Twitter. A lot. That’s just what I do. I can’t help it. More often than not I rant about software that I’m using because using software constitutes about 60% of my life, 30% being sleeping. It so happens that I’m a game developer, so I mostly complain about game engines. Namely, Unreal Engine […]

Rants, Unity3D | No Comments

Unreal 4 UMG Vertical Scroll and Word Wrap for Monospaced Fonts

Sunday, May 17th, 2015

This article assumes that you’re already familiar with UE4’s UMGs and its elements such as Multi Line Editable Text Box. If not, please consult the official documentation. Unreal Engine version used: 4.8 Preview 2 for Mac OS. I have been fiddling around with Unreal Engine 4’s UMGs (widgets) a lot lately. At one point, I […]

Coding, Unreal 4 | No Comments

Fully Responsive User Interface with Unity GUI

Monday, August 12th, 2013

IMPORTANT: It was brought to my attention that the newer versions of Unity have broken my little framework. Be advised, it was intended for the 4.* version of the engine. The new inbuilt GUI in Unity accomplishes the task nicely, and, if you’re using 4.6, 5.0 or a later version of the engine, you should go […]

Coding, Unity3D | 5 Comments

The Choice Between Unity C# and JavaScript

Saturday, July 20th, 2013

This post was written for one simple reason: the question comes up way too often, and I keep saying the same things and listening to the same counter-arguments over and over again. On top of that, the majority of these discussions take place in discussion-unfriendly spaces, such as Twitter, IRC and, of course, the real […]

Coding, Unity3D | 1 Comment

Mecanim Animation Events Workaround and Example

Thursday, May 9th, 2013

Last night I spent a couple of hours trying to find a native solution for animation events in Mecanim in Unity, but all I found was a $35 Asset Store plugin. While I don’t doubt the usefulness of it and the interest of adding visual interface for events, it was much more than I needed […]

Coding, Unity3D | 4 Comments