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	<title>AlmostLogical.com &#187; Unity3D</title>
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	<link>http://blog.almostlogical.com</link>
	<description>Flash, Unity3D, JigLibFlash, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
	<lastBuildDate>Sat, 24 Dec 2011 00:26:09 +0000</lastBuildDate>
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		<title>Office Zombie Simulator in Flash via Unity</title>
		<link>http://blog.almostlogical.com/2011/12/23/office-zombie-simulator-in-flash-via-unity/</link>
		<comments>http://blog.almostlogical.com/2011/12/23/office-zombie-simulator-in-flash-via-unity/#comments</comments>
		<pubDate>Sat, 24 Dec 2011 00:22:21 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1457</guid>
		<description><![CDATA[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&#8217;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 [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2011/12/23/office-zombie-simulator-in-flash-via-unity/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Unity to Flash Exporter with iTween</title>
		<link>http://blog.almostlogical.com/2011/12/22/unity-to-flash-exporter-with-itween/</link>
		<comments>http://blog.almostlogical.com/2011/12/22/unity-to-flash-exporter-with-itween/#comments</comments>
		<pubDate>Fri, 23 Dec 2011 04:37:49 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[iTween]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1405</guid>
		<description><![CDATA[If you didn&#8217;t already know Unity 3.5 Developer Preview is now available to the public. http://unity3d.com/unity/preview/ To me the most exciting thing in the developer preview is the Unity to Flash exporter. The ability to easily create and distribute 3D content on the web without needing the user to have a different plugin. So the [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2011/12/22/unity-to-flash-exporter-with-itween/feed/</wfw:commentRss>
		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>Unity Editor Lesser Known Features</title>
		<link>http://blog.almostlogical.com/2011/12/19/unity-editor-lesser-known-features/</link>
		<comments>http://blog.almostlogical.com/2011/12/19/unity-editor-lesser-known-features/#comments</comments>
		<pubDate>Mon, 19 Dec 2011 20:21:22 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Editor]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1371</guid>
		<description><![CDATA[The other day I discovered a sweet feature in Unity that has existed for a long time. With this I decided to create a short list of some cool features in the Unity editor that you might not be aware of. 1) Inspector Lock &#8211; At the top of the inspector panel there is a [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2011/12/19/unity-editor-lesser-known-features/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Office Zombie Simulator on Kongregate</title>
		<link>http://blog.almostlogical.com/2011/02/20/office-zombie-simulator-on-kongregate/</link>
		<comments>http://blog.almostlogical.com/2011/02/20/office-zombie-simulator-on-kongregate/#comments</comments>
		<pubDate>Sun, 20 Feb 2011 08:47:06 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Kongregate]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1239</guid>
		<description><![CDATA[I&#8217;m happy to announce the release of our new game Office Zombie Simulator. This game was created by Calin Reimer and myself for Kongregate&#8217;s Unity Game Contest. While it is still a work-in-progress I am very happy with how it turned out considering how swamped I was this last month (So Many Rooms and client work). When [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2011/02/20/office-zombie-simulator-on-kongregate/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>PlayModePersist &#8211; Unity Asset Store</title>
		<link>http://blog.almostlogical.com/2011/01/11/playmodepersist-unity-asset-store/</link>
		<comments>http://blog.almostlogical.com/2011/01/11/playmodepersist-unity-asset-store/#comments</comments>
		<pubDate>Tue, 11 Jan 2011 22:49:36 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Editor]]></category>
		<category><![CDATA[Unity Asset Store]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1134</guid>
		<description><![CDATA[Have you ever wanted to make changes to a component in Unity while in Play mode and have them persist after you click stop? Have you ever accidentally made changes to a component while your game was playing and wish they could be saved? After a lot of hard work I&#8217;m happy to announce &#8216;PlayModePersist’ [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2011/01/11/playmodepersist-unity-asset-store/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Rigidbody Sleep Toggle &#8211; Unity Asset Store</title>
		<link>http://blog.almostlogical.com/2011/01/06/rigidbody-sleep-toggle-unity-asset-store/</link>
		<comments>http://blog.almostlogical.com/2011/01/06/rigidbody-sleep-toggle-unity-asset-store/#comments</comments>
		<pubDate>Thu, 06 Jan 2011 19:13:21 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Rigidbody]]></category>
		<category><![CDATA[Unity Asset Store]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1111</guid>
		<description><![CDATA[I&#8217;m happy to announce &#8216;Rigidbody Sleep Toggle&#8217; is now available in the Unity Asset Store. What is &#8216;Rigidbody Sleep Toggle&#8217; you ask? It&#8217;s an additional toggle (checkbox) called &#8216;Sleep On Awake&#8217; that is placed at the bottom of the Rigidbody inspector. Clicking this checkbox automatically adds a custom component that makes that Rigidbody sleep at [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2011/01/06/rigidbody-sleep-toggle-unity-asset-store/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Unity3D Parachute &#8211; Cloth, Joints and Physics</title>
		<link>http://blog.almostlogical.com/2010/11/02/unity3d-parachute-cloth-joints-and-physics/</link>
		<comments>http://blog.almostlogical.com/2010/11/02/unity3d-parachute-cloth-joints-and-physics/#comments</comments>
		<pubDate>Tue, 02 Nov 2010 21:26:07 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Cloth]]></category>
		<category><![CDATA[Physics]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1093</guid>
		<description><![CDATA[When I first received the Unity 3.0 Beta one of the first things I played around with was the new cloth physics. What better way to learn something than to make a tech demo. After some thought I decided on creating a parachute. One thing I quickly discovered about the new cloth physics within Unity [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/11/02/unity3d-parachute-cloth-joints-and-physics/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>iTween Parameter Code Hinting</title>
		<link>http://blog.almostlogical.com/2010/09/13/itween-parameter-code-hinting/</link>
		<comments>http://blog.almostlogical.com/2010/09/13/itween-parameter-code-hinting/#comments</comments>
		<pubDate>Mon, 13 Sep 2010 20:24:07 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[iTween]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1008</guid>
		<description><![CDATA[For those who don&#8217;t already know, iTween is a great tweening library for Unity. If you haven&#8217;t yet had a chance to use it, go download it. I guarantee that you will find it useful. Now that introductions are out of the way, on to the point at hand. Many code libraries (especially tweening libraries) have the problem [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/09/13/itween-parameter-code-hinting/feed/</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>Unity Game Development Essentials &#8211; Book Review</title>
		<link>http://blog.almostlogical.com/2010/09/10/unity-game-development-essentials-book-review/</link>
		<comments>http://blog.almostlogical.com/2010/09/10/unity-game-development-essentials-book-review/#comments</comments>
		<pubDate>Fri, 10 Sep 2010 19:57:44 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=1001</guid>
		<description><![CDATA[Longer ago than I would like to admit Packt Publishing contacted me and asked me if I would be willing to review one of their books (&#8216;Unity Game Development Essentials&#8216;), if they sent me out a copy. I agreed, but since I live in Canada they weren&#8217;t able to send me out a copy due [...]]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/09/10/unity-game-development-essentials-book-review/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Adding Text-To-Texture at Runtime in Unity3D Without Using Render Texture</title>
		<link>http://blog.almostlogical.com/2010/08/20/adding-text-to-texture-at-runtime-in-unity3d-without-using-render-texture/</link>
		<comments>http://blog.almostlogical.com/2010/08/20/adding-text-to-texture-at-runtime-in-unity3d-without-using-render-texture/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 21:21:19 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Text-to-Texture]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=986</guid>
		<description><![CDATA[I was working on a library in Unity that was using a lot of 3D text and therefore was requiring a lot of draw calls. This got me thinking, since all the pieces of text were on the same orientation plane would there be a way instead to draw all the text to a one [...]]]></description>
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		<slash:comments>12</slash:comments>
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