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An update to a Pool class I made before. This time it's serializable for better editor/inspector integration.
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A Unity attribute and custom property drawer that automatically syncs a serialized list with an enum. Each list element maps to an enum value, and the drawer adjusts the array size and labels in the inspector. Useful for enum-based configs or state-driven data.
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This is an idea I came up with when I wanted an easy way for developers to add different validation checks to a component and additionally make it easy for them to define their own.
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A simple component for attaching annotations/notes to GameObjects in your Unity scenes.
Supports rich text. Right click to edit
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Was anyone else left wanting more after the breath-taking glimpse into the Critical Role Land VR experience they aired before last weeks Talks Machina? Well now you can play it too! (if you have a VR headset on your PC)
Seriously though, I through this together in a couple of hours (and it shows). I love Critical Role and thought it’d be funny to recreate their pretend VR experience in actual VR
https://youtu.be/H3Tv-MB88JA
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It was mentioned at work today how you can’t serialize a dictionary in Unity and how frustrating that can be. So I made this for fun.
There’s an issue where you can right click to Delete/Duplicate an array item in the inspector. This isn’t working and is actually destructive!
I didn’t want to spend too much time on this, so it’s not perfect. But it was interesting and I learned something about Enumerators.
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After a terrible time using another virtualized scroller at work, I decided to make my own!
It’s simple but flexible, exactly as it should be
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After seeing some of the cool stuff you can do with VS Code (Bitbucket PRs!), I wanted to test it out as a candidate for my main IDE. So I made this to try it out.
Verdict: JetBrains Rider is so good!
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Definitely a bit late to posting this! But here is a game I worked on as Senior Developer at Bigumaku. Although a simple game on the face of it, it has not been without it’s technical challenges. Such as our back end implementation and asset management.
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This is the first game I have released to the app store as Senior Developer at Bigumaku. It presented a lot of challenges and required a lot of features that are still only on Unity’s roadmap.
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As I’m looking to begin a new project, I have been trying to find the best way to handle the assets in my game. Asset bundles are great, but they can be annoying to work with, especially for the artists where I work.
So I came up with this script, which allows you to put all your prefabs into a folder structure which are accessible by the developer in game using the same folder structure as an address. I thought this was a great idea and wondered why I’d never seen it before!? So I made a post on the Unity forums.
It turns out it does already exist! As an optional package for Unity 2018.2+ called Addressable Asset System. It comes with some super powerful tools for profiling and managing asset bundles. Needless to say, I will be using this for my next project.
I figured I would still post the code I wrote, it was interesting writing it so maybe someone else will find it interesting to read?
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After using Polyglot v1 on a few projects, I found a number of things that I thought could be improved, as well as finding some features that were never utilized. So I decided to rewrite it!
This new version is has much better memory management and a number of UX improvements, including a search bar on the key selection drop down and auto language selection based on device language that can be manually configured.
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Created a simple script for uploading to Microsoft AppCenter / HockeyApp. Easily converted for use with TeamCity. Hopefully it will be useful for others that found the API docs a little unclear.
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Created a simple tool for generating AnimationCurve code. Useful for when you want to create default, readonly or static properties for your components.
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I’ve just ‘released’ a free to use (MIT license) Unity3D Localization plugin on GitHub.
The idea behind it is that it is light weight, simple to set up while somehow being feature rich. I’m pretty happy with the way it has turned out, I’ll be using this at work from now on for projects so I’ll get first hand experience as a user.
I’m hoping to make this the best that I can, any advice on improvements from code quality to features would be greatly appreciated!
Would also love to know if anyone uses it...
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I started playing D&D a few months ago and have really gotten in it. I am currently playing the Tomb of Annihilation campaign as a Gnome Druid of the Circle of the Moon, so I have a lot of beast shapes to manage. So I created a tool in Unity (to run in the editor) that allows me to generate cards for each of my forms.
The data is read from JSON files, one for each creature, and the images are loaded into the editor so they can be positioned exactly where I want them.
Obviously Unity isn’t the ideal platform for creating this kind of thing. But since I use it for work, I know it well and was able to build this in a day, including sourcing and tweaking artwork.
The cards are formatted to a 4:6 aspect ratio so I could print them using a photo kiosk at the local pharmacist.
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