For those that hate manually typing strings for comparing because it’s error prone, lacks auto-complete and is sometimes difficult to change. I’ve updated my previously available tags and layers constants generator to also support scenes!
With this script simply go ‘Edit->Rebuild Tags, Layers and Scenes Classes’. It then auto generates updated versions of the classes (Tags.cs, Layers.cs & Scenes.cs) and puts them in Scripts/AutoGenerated folder. To use, simply type the constants, ex: Tags.RESPAWN, Layers.IGNORE_RAYCAST or Scenes.GAME.
Up until recently in Dyscourse we had been using a pathfinding solution called “A* Pathfinding Project”. While it was a pretty impressive tool we weren’t happy with performance and some of it’s complexity. So I decided to give Unity’s built-in NavMesh a try.
Unity’s NavMesh worked pretty good, but it had one big issue, it didn’t support baking Box Colliders into a navigation mesh. It only supported MeshRenderers and Terrain. In Dyscourse we have a 3D world but everything is flat 2D planes, so this simply wouldn’t work.
Not deterred, I ended up figuring out a work around and created an editor script to do all the heavy lifting. This script automatically bakes Box Colliders into the navigation mesh with the press of a button.
Simply put this script into an ‘Editor’ folder and add a new Tag into your project called: “TempNavMeshItemDestroyable”.
Run by going to Windows->Navigation Helper and then click ‘Build NavMesh!’. Everything happens automatically.
As an additional option in the script you can edit the COLLIDER_LAYER variable and set it to a layer you want to filter Box Colliders to.
This month is a very symbolic month for me, it marks the point at which I’ve now been an indie game developer longer than any other job I’ve ever held. A feat that I did not dare to dream of when I embarked on this crazy adventure.
What makes this month even more awesome is we finally get to announce the next game we at Owlchemy Labs have been cranking away on. The game is called ‘Dyscourse’.
This game is by far the most ambitious project we’ve ever taken on. Because of this, we’re announcing it via Kickstarter to get support to help make it a reality.
Over the past few projects I’ve been working on a UI framework for use with 2D Toolkit. I love 2D Toolkit, but it biggest issue was the lack of a UI solution. I tried NGUI and while it is powerful, I found it clunky and very slow (big problem on mobile).
So I set off to build my own UI framework that would work with 2D Toolkit. The criteria was it needed to be fast, easily extensible and event-driven. After numerous iterations I had something really solid that dramatically improved our workflow. I then realized that other people would probably find this useful.
I shot an email over to the creator of 2D Toolkit and after some discussion we came to an agreement.
With that, this UI framework is now included in 2D Toolkit!
This means if you already own 2D Toolkit you get it for free. And if you do not already own 2D Toolkit, it will come bundled with it.