Blog

Tags, Layers and Scene Constants Generator in Unity

March 11, 2014 by Devin Reimer

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.

No more hard-coded strings!

Download TagsLayersScenesBuilder.cs (right-click save as).

Remember to put it in a folder called ‘Editor’ in your project.

Baking Unity NavMesh with Box Colliders

January 10, 2014 by Devin Reimer

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.

Download NavigationHelper.cs (right-click save as).

To Use:

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.

Dyscourse Announcement & Kickstarter

November 6, 2013 by Devin Reimer

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.

So without further ado:

http://www.kickstarter.com/projects/owlchemylabs/dyscourse-survivors-choose-wisely

In short, Dyscourse is a survival game like you’ve never seen. You and a haphazard group of travelers are marooned on a desert island and your choices greatly affect the outcome.

Dyscourse is a crazy exciting project and the unique Kickstarter video was a blast to create and we think it turned out great.

Update: We are funded!!!! Jump over to the Owlchemy Labs blog for our rundown of some of the announcements we made during the kickstarter: http://owlchemylabs.com/dyscourse-is-happening/

Owlchemy Labs – CTO (Chief Technical Owl)

July 8, 2013 by Devin Reimer

I’m very happy to announce that I am now the CTO (Chief Technical Owl) of Owlchemy Labs.

As many may know I’ve been working very closely with Owlchemy Labs over the past couple of years, including the co-creation of Jack Lumber.

Over the last few months Alex Schwartz (Owlchemy Labs Founder and CEO) and I decided that because our visions aligned so well that it was time to make our business relationship more formal.

We have a lot of exciting things in the pipe and the future is looking like it will be a hoot!

2D Toolkit UI

June 5, 2013 by Devin Reimer

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.

Win-Win-Win!

Webplayer Demo: http://www.unikronsoftware.com/2dtoolkit/webplayer/uidemo/

2D Toolkit Unity Asset Store: http://u3d.as/1Wi

 

Jack Lumber – Steam Launch

April 30, 2013 by Devin Reimer

Jack Lumber is now available on Steam!

Use the supernatural powers of Jack Lumber to massacre the forest and make Granny proud in this time-warping, line-drawing, log-slicing, pun-filled lumberjacking mashup.
http://jacklumbergame.com/

Check out the awesome trailer:

Buy it today on Steam: http://steamcommunity.com/app/220900/
Also available on iOS: http://bit.ly/TreesSuck