Tag Archives: howto

How to fix build error with UnityAds after upgrading to Unity 5

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

Unity – How to make things see where they’re going

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

Unity – Animation Blend Trees

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

SmoothBitmap – How to enforce pixel smoothing on a Bitmap

A common oversight when using Bitmaps with loaded content is that Flash will revert a Bitmap’s smoothing parameter to false when you replace its bitmapData. It’s simple enough to fix, but since you may not know if someone is going to replace the bitmapData of a Bitmap you have created – then it’s often better to code defensively around it.

This little SmoothBitmap class is for just such an occassion. Instantiate it like a regular Bitmap and, no matter what another developer does with it, smooth pixels when scaling/rotating will be ensured.