Archives for the 'Unity3D' 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

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