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
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).
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.
You’re using Flash 10’s native 3-D API and notice the projection goes a little skewiff when resizing the window.
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;