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
Tag Archives: 3D
Unity project structure – reminds me of Flash Pro
The more I play with Unity, the more it feels like the workflow of Flash Pro, whereby you attach scripts to instances of actors on the stage.
I’m not talking about the ‘pure code’ approach that all ActionScripters have become used to now; but the decentralised collection of independent scripts associated with timeline movieclip instances (behaviours, if you will).
So far, I’m liking it though. Unity (and its scripting IDE MonoDevelop) feels like all the best bits of Virtools, Flash Pro, FlashBuilder, Blender, Poser and 3D Studio MAX. I’m hoping that in future versions, Unity Editor and MonoDevelop will be more tightly integrated, or even combined. And, just maybe, replace JavaScript with a TypeScript option – although I like C# anyway.
For those who have played with any of the above and want a good tutorial to get stuck right into games development with Unity, this (intermediate level) tutorial is great.
How to correct 3-D projection on stage resize
The problem:
You’re using Flash 10’s native 3-D API and notice the projection goes a little skewiff when resizing the window.
The solution:
You need to reset the stage’s projection centre on stage resize, like so…
var centre:Point = new Point(stage.stageWidth/2, stage.stageHeight/2); root.transform.perspectiveProjection.projectionCenter = centre;
A History of the World
Explore 2 million years of human history in a completely new way.
I just finished a new project, called A History of the World in 100 Objects. It’s a joint venture between BBC Radio 4 and the British Museum, to chart human history in a new way.
Continue reading A History of the World
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