We don’t only give life to interesting ideas, we also tackle specific challenges with technical proofs of concept. What that means, and what that might look like, you find out here.
Martin Vogl, intern at PreviewLabs, details on his experiments with indoor location tracking, employing marker-based augmented reality.
Due to its limited 2D possibilities, Unity3D isn’t the most intuitive, yet a very fast, way to create 2D game prototypes. Unity seems to be aware of this though, as the company keeps adding features to cater to the needs of 2D development. We take a quick look at some of the latest improvements.
Character creation isn’t always the most thrilling part of a videogame. For the strategic card game Incarnate we wanted to put a unique spin on it by adding a dynamic soundtrack that adapts on the fly when you select different components to assemble your character.
Unity3D is great to work with. However, it isn’t flawless so we’ve added some modifications to accelerate data saving. Three years in, we take our own system to the test to check whether we still have an edge over the improvements Unity has made to its engine over the years.
Recently, we have been looking into technologies that allow integration of Flash animations in Unity3D prototypes and games. This seems to be very useful to create complex 2D animations in Flash, and play them in Unity.
To conclude our series on 2D Game Development in Unity3D, we’ve made a nifty overview of the different methods and when you should or shouldn’t use them. If you haven’t checked out the previous posts, we highly recommend you read those first.
Continuing our series on 2D Game Development in Unity3D we’ll take a look at the final method we’ve utilized so far. When the use of a GUI Class or Sprite Manager System doesn’t cut it, you might want to look at the game through another camera angle, thus using ortographic projection.
The simplest way to create 2D games in Unity3D might not always be the best way. In this post we take a look at the possibilities and drawbacks of Sprite Manager Systems and compare them to simply using the GUI Class.
For many of our prototypes we’re using Unity3D. Even when the gameplay is actually 2D. There are several different ways to create 2D games and prototypes in Unity3D. We’ll go over them in the coming weeks and are starting out easy: using the GUI class.
In a previous post we talked about the severe limitations of Playmaker but since we’re quite charmed with the possibilities of the technology, we devised a workaround approach that enables us to profit from the best aspects of both Unity3D and Playmaker.
To state that there are a lot of plug-ins available for Unity3D would be quite the understatement. As is to be expected, not everything is useful to a prototyping company so we do a lot of research to look for the stuff that’s right up our alley. On today’s menu: Playmaker.
The massive amount of feedback on our previous blog post about saving data in a platform-independent way in Unity3D made motivated us to talk about this topic some more. There’s another way to do this and for those planning to process a lot of data, we’ve even made some improvements of our own.
It only seems apt to share some programming tips and tricks from time to time. At the moment, there is no platform-independent way to save data in Unity3D. If you want to open a file for reading or writing, you need to use the proper path. Here’s how to do this.