Skip to main content

Ultimate Unity3D Scripting Reference...

To anyone who writes programs in Unity should be aware of their script reference manual Unity has on it's website. I, only learning of Unity 2 weeks ago, have found this very helpful and of course still do...

In the manual, it has every scriptable aspect of the Unity interface. It gives plenty of examples of how things would be done in code in JaveScript, C#, and BooScript. So you are not just limited to one language. If you wanted to find out more about character controllers, all you would have to do is search it, and it starts giving you results of every aspect of the character controller.

Now I have found myself stuck time and time again. I know what I want to do in my script, but I'm not sure how to do it. And of course our god reference manual doesn't have the answers. That would just make programming to easy. Well, lucky for us Unity set up something called Unity Awnsers. This is where the community came together to answer eachother questions when our scripting reference couldn't. To ask your question you need to make a account. That's it! Then you can ask as many questions as you want ( but make sure their specific and not just asking people to do work for you, it's not called unity contractor) You can also go out and share your vast unity knowledge if you'd like and answer other peoples questions. Earn yourself karma. Win awards. And create a reputation for yourself.


Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Fixing Sketch Up blank window (white box) problem

When downgrading my OS over Christmas, I was faced with many problems, one of which is getting my Google sketch-up working.

Almost everything was working perfectly, except one little thing, The 3D Warehouse.

It was just displaying a blank screen. At first I thought I had blocked permissions for giving it internet access.  Though my computer said it was allowing it to go over the network. I tried turning off my firewall and still nothing happened. I don't have any anti-virus software so I didn't worry about that.

Guess what fixed it this annoying problem?

Just check for updates, and updates for what ever you computers default browser is also.

Now everything's back in harmony

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …