A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
I (Yanrishatum) see too many same questions. They irritate me.
Translation
"How dare you come into this chat and not realize that i am the GOD of heaps and that you MUST check out MY documentation1!!! Im veyr abngrey!!!" - translation from someone in chat.
Very accurate, I highly approve.
using System.IO; | |
using UnityEngine; | |
using UnityEditor; | |
// Save this to a file named ScriptableObjectReload.cs and run this example with menu item "Examples" -> "Reload ScriptableObject Example" | |
public class ScriptableObjectReload : ScriptableObject | |
{ | |
const string assetPath = "Assets/ScriptObject.asset"; | |
public string stringValue; |
## Photon Methods | |
**public class Blank : Photon.PunBehaviour** | |
instead of mono behavior, use this to receive photon callbacks in your script. | |
**public override void OnLeftRoom()** | |
An example of overriding a punbehavior callback |
using UnityEngine; | |
using System; | |
public class MathParabola | |
{ | |
public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t) | |
{ | |
Func<float, float> f = x => -4 * height * x * x + 4 * height * x; |
// Used to generate Texture Array asset | |
// Menu button is available in GameObject > Create Texture Array | |
// See CHANGEME in the file | |
using UnityEngine; | |
using UnityEditor; | |
public class TextureArray : MonoBehaviour { | |
[MenuItem("GameObject/Create Texture Array")] | |
static void Create() |
/* | |
Basic Sprite Shader for aligning pixel art to the same grid, based on the Unity Sprite Shader. | |
Create one Material where you assign the same Pixels Per Unit value you use on your imported Sprites, | |
then reuse this Material on all appropriate Sprite Renderers. | |
(You can use Shader.SetGlobalFloat to set that Pixels Per Unit value for all your shaders: | |
https://docs.unity3d.com/ScriptReference/Shader.SetGlobalFloat.html) | |
This is not for scaled or rotated artwork. If you need those features, look at low res render textures. | |
Use this however you want. |
<?xml version="1.0" encoding="UTF-8"?> | |
<opml version="1.0"> | |
<head> | |
<title>Graphics, Games, Programming, and Physics Blogs</title> | |
</head> | |
<body> | |
<outline text="Tech News" title="Tech News"> | |
<outline type="rss" text="Ars Technica" title="Ars Technica" xmlUrl="http://feeds.arstechnica.com/arstechnica/index/" htmlUrl="https://arstechnica.com"/> | |
<outline type="rss" text="Polygon - Full" title="Polygon - Full" xmlUrl="http://www.polygon.com/rss/index.xml" htmlUrl="https://www.polygon.com/"/> | |
<outline type="rss" text="Road to VR" title="Road to VR" xmlUrl="http://www.roadtovr.com/feed" htmlUrl="https://www.roadtovr.com"/> |
Unity has built-in support for hotswapping, which is a huge productivity booster. This feature works not only with graphics assets like bitmaps and meshes, but also with code: if you edit the source and save it, the editor will save the state of the running game, compile and load the new code, then load the saved state and continue where it left off. Unfortunately, this feature is very easy to break, and most available 3rd party plugins have little regard for it.
It looks like there’s a lot of confusion about hotswapping in Unity, and many developers are not even aware of its existence – which is no wonder if their only experience is seeing lots of errors on the console when they forget to stop the game before recompiling... This document is an attempt to clear up some of this confusion.
Nota bene, I’m not a Unity developer, so everything below is based on blog posts and experimentation. Corrections are most welcome!