This past August I attended my third Unite (Unity Conference) in Amsterdam. This year I got the opportunity to give a presentation with Alex Schwartz. Our presentation was titled, “Continuously Bootstrapping an Indie Studio by Remaining Agile with Unity”.
We got a lot of positive feedback and people really like it. Unity did a wonderful job recorded the session and have put it up on their site.
I hate using manually typed strings for comparing, it’s error prone, lacks auto-complete and is sometimes difficult to change.
This is why, in all my Unity projects I have two classes, Tags.cs and Layers.cs. These contain constants for each tag and layer entry. This way I get auto-complete, it’s not possible to make a typo and if I need to make change, it’s all in one place.
The downside is that every time I make a change to Tags or Layers, I need to also update the corresponding class. So I finally wrote an editor script that does this for you.
After you make a change to tags or layers, simply go ‘Edit->Rebuild Tags and Layers Classes’. It then auto generates updated versions of the classes and putting them in the Scripts/AutoGenerated folder. To use, simply type the constants, ex: Tags.RESPAWN or Layers.IGNORE_RAYCAST.
PlayModePersist is a Unity Editor Extension that allows you to persist changes you’ve made in the Unity Editor while in Play mode.
Thanks to some great feedback from users, PlayModePersist has been reworked to be both easier and faster to use. The biggest change is now PlayModePersist is window-based (no more needing to constantly open a dropdown in the Transform). This allows you to persist GameObject components faster than ever. This change has also allowed us to support Multi-Object Editing (new to Unity 3.5). You can now select multiple GameObject and then select groups of components to persist. Want to persist 30 Transforms on 30 different GameObject, you can now do that with one-click.
I’m very excited to finally announce a new game I’ve been work on: Jack Lumber.
Jack Lumber is an absurd arcade/action game about choppin’ wood! An insane bullet-time path-drawing log-slicing pun-filled mashup for mobile platforms.
AlmostLogical Software has teamed up with Owlchemy Labs (of Snuggle Truck fame) to bring this crazy game to life. We’ve been hard at work and will be publically unveiling Jack Lumber at PAX East in a couple of days.
If you are attending PAX East swing by our booth, say hi and play the game. The booth is #760 and is part of the awesome Indie MEGABOOTH.
With the Unity 3.5 developer preview being made available to the public yesterday, I set out to try the new Unity to Flash exporter. I’ve been looking forward to this feature since it was announced almost a year ago. The first project I decided to work on was Office Zombie Simulator, a small game Calin and I build back in February.
The major stumbling block with porting this project to Flash was that it uses iTween. As a lot of people have discovered iTween does not work with the Unity Flash exporter. Yesterday, I spent the day hacking iTween and got it to work with the Flash exporter. Get the modified version of iTween here.
With iTween working, I spent part of the day fixing up a few issues and now Office Zombie Simulator works in Flash. While it’s a little rough around the edges it is simply amazing that I’ve brought something of this complexity from Unity into Flash in just a couple of days.