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.
As we’re working with Unity3D a lot, we’re closely following the company’s every move. They just published a roadmap of short term adjustments they will add and we’ve listed the three features that we want to see most.
We’re constantly on the lookout for new ways of quickly building environments to use in our prototypes. Ürban Pad prides itself on being one of the fastest ways to rapidly create a 3D city. Let’s find out if reality can match their claims.
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.