Tag Archives: Unity

Video: Unity 5 Tutorial Building Games for Windows 10


Are you looking to build 3D games with Unity 5 for the Windows 10 Universal Windows Platform (UWP)? Popular presenter and author Adam Tuliper returns with an expert team to help you do just that! Add to your Unity skills as you explore Unity 5, the latest powerful Unity game engine, which adds hundreds of new features on top of its prior version.

Take a quick tour of the architecture, see how to get the controls up and running, and explore audio mixing, along with lighting and illumination features. Learn how to create a great-looking 3D game with powerful features: write a game design document, prototype it out in Unity, and write the C# code (including AI). Plus, discover camera modes and effects, as you learn to build for the Windows 10 UWP. Don’t miss this fun-filled 3D day!

1. Overview and Prototyping the Game
Discover Unity 5 with a quick tour of its editor and features. Then learn ways to define your game and prototype it out.

2. Utilizing Unity 5 Features
​Discover what’s new in Unity 5 such as an enhanced physics system, audio mixer, animation and how to build new features into a game.

3. Coding and AI
Learn how to bring your game objects to life including movement, score counting, adding AI to characters. Microsoft has brought some great tools to the table including Visual Studio Tools for Unity.

4. Everything I Wish They Told Me About Cameras
​You cannot see things without camera, and most games use such plain basic cameras. Discover ways to set your resolutions, features like parallax, and working with orthographic vs perspective cameras.

5. Designing a Great UI
Unity UI is the latest system to bring a user interface to your game. Learn how to implement it into your game, code against it, and enable multi-resolution layouts

6.Building for Windows 10
Windows 10 brings a new Universal Windows Platform shared across all Windows 10 devices. Learn about building your Unity games for the Windows 10 platform and multiple device types.

How the heck do you integrate Swift and Unity?


Motivation The motivation for this solution, and really the birth of this guide was that there wasn’t any guides or solutions out there touching Swift and Unity. One of them is a huge beast that has a large presence in media industry and the other is a young fledgling elegant beauty waiting to burst to it. Problem […]

https://apollowprogrammingblog.wordpress.com/2015/08/17/how-the-heck-do-you-integrate-swift-and-unity/

Showpitch Advanced Part 2: Using Neat Architecture for Logging


Last week we reviewed using Neat Architecture for Showpitch‘s Domain Services. This week we’re going to go in to Neat and Logging on Showpitch. At Showpitch we’ve built on the Logging Interceptor that’s offered in Neat. But it’s a fantastic starting point! Using this we get a lot of functionality right out of the box […]

http://blog.johnbrunnings.com/2015/08/05/showpitch-advanced-part-2-using-neat-architecture-for-logging/

Video: Facebook SDK in Unity: Profile Picture, Sharing, Inviting


In this tutorial you’ll discover how to show the profile picture of the logged in Facebook user and their name. You’ll find out how to create Share and Invite buttons with Unity 4.6’s new GUI system and how to make them actually Share and Invite with Facebook SDK.

How to integrate OculusRift SDK 0.4.4 (DK2) with Unity3D.


via How to Integrate OculusRift SDK with Unity3D

The Rift is a virtual reality head-mounted display, developed by Oculus. This bring amazing virtual experience to its users. For more information refer to this http://en.wikipedia.org/wiki/Oculus_Rift

Oculus rift offers SDKs to integrate Rift in different software like Unity, Unreal Engine. In this blog I would be concentrating on integrating Oculus Rift SDK 0.4.4 with in Unity.

We are going to discuss Oculus Rift SDK 0.4.4 using DK2 device with

– 960 x 1080 HD resolution per eye
– 75 Hz, 72 Hz, 60 Hz refresh rate
– 2 ms (75 Hz), 3 ms (72 Hz), full Persistence (60 Hz)
– Gyroscope, Accelerometer, Magnetometer sensors
– 1000 Hz update rate

Implementing Facebook SDK for Unity Project


via Implementing Facebook SDK for Unity Project.

introduction: This tutorial is for how to implementing Facebook SDK for Unity project. This is a step-By-step guideline for Unity developers for integrating Facebook in their games. This Portion will guide you to do some simple stuff using Facebook SDK, like getting Facebook name, profile picture. Additionally you can store and retrieve score of Facebook user (for this you need to have publish_actions permission). This process is divided in following steps 1. Create your application in Facebook developer console. 2. Download and install Facebook SDK. 3. Write code to store and retrieve data with Facebook.

Unity Garbage Collection Tips and Tricks


via Unity Garbage Collection Tips and Tricks | RetroEpic.

Unity and the .NET/Mono platforms provide numerous tools to help us mitigate many of the headaches that we have come to associate with traditional low level game development. With little to no effort we have access to a robust content pipeline, platform abstraction, comprehensive standard libraries, a powerful runtime engine and much more.

With all the support systems provided to developers nowadays it is often mistakenly expected we no longer need to concern ourselves with the details they take care of. The truth is that naive use of these black boxes generally leads to its own set of non-trivial problems that tend to later manifest as poor performance. Due to the usually subtle nature of these missteps these issues can be very time consuming to locate and even more so to correct.

One of the core services of the Common Language Runtime (CLR) is automatic memory management and comes with a Garbage Collector (GC) which is used for cleaning up memory that is no longer be in use. Collection is performed by pausing your application, traversing the the hierarchy of references to objects and marking them as reachable. Unreachable objects are seen as free memory and remaining instances are moved around in memory to remove open spaces in a process called compaction.

For general applications this series of steps may be benign. In games however, where smooth performance is critical, these collections can result in a noticeable jitter in frame rate and should be more consciously regarded when writing code. The reality of garbage collection issues is that they are typically the result of hundreds or thousands of small errors that cumulate into a big problem. It is for this reason that the points below should not be regarded as premature optimisations but instead be treated as simply good practice. Once you start applying these principles to your own code they will quickly become second nature and you’ll find yourself using them without needing think about it.