Are you developing a Unity game and wondering how to make an object or group of objects NOT collide with certain other objects? Then read on…
The trick is to set the often ignored layer property for your objects and tweak the physics settings for your project. Continue reading Unity tips – avoiding collisions
Is your Unity project using UnityAds? Did you just update to Unity 5? Are you now seeing an error when trying to build for Android? The read on…
Unity 5 now includes in-built support for UnityAds, without requiring the UnityAds plugin from the Asset Store. As such, if you’ve previously imported the plugin, Unity might complain. It may simply be fixable by choosing Assets > Reimport All (which might make Unity realise it should ‘ignore imported version’ of UnityAds). Continue reading How to fix build error with UnityAds after upgrading to Unity 5
While developing a game, I wanted to enable characters to “see” where they’re going; that is, to tell them what they’re about to stumble into, without using colliders. The answer was to cast a Ray, angled slightly downward, in front of the character, so he can “see” if he’s about to walk into a tree, or a river, before it happens. Continue reading Unity – How to make things see where they’re going
How to create infinitely varied animation with your Unity characters.
A very powerful feature in the Unity Editor is the Blend Tree. This is an extension to an Animation Controller, which allows you to ‘blend’ the joint movements of multiple animations and control the ratio of blending with one or more parameters.
Continue reading Unity – Animation Blend Trees
I knocked up a quick demo to show how you might create a Unity game, which uses either keyboard input, or the accelerometer of a mobile device, without having to change any code, include any third party libraries, or use conditional compilation. Continue reading Unity – automatically choosing key or accelerometer input