I’ve had a few topics I wanted to talk about for a while now, but they weren’t really big enough to justify a full blog post on their own. Two big issues I have with a lot of what I see online can be summed in one topic that I consider a failure in the […]
Category: Game Dev
Automated 2D Animation Creation
If you’re familiar at all with Unity animations and the animation controller, you already know the entire workflow can be very repetitive for each new asset you add to your project. The solution I have is specifically for 2D, but I’m sure this can be done similarly for 3D as well. Some games may require […]
Reflection Backed Debug Menu
Anyone familiar with Unity should already be aware of how useful the editor’s inspector menu can be. It allows you to modify (almost) any data members of your object even while running the game in play mode. For a lot of people that’s probably more than enough power to do what they want. What happens […]
ScriptableObject Based Save Data
Sometimes a game needs to save a lot of state information. This is very commonly done with a xml or json parser, however text based parsing can be fairly slow and messy as it continues to grow with more complex projects. The solution I have for save and load is entirely parsed as binary objects, […]
Unity APIs and the Main Thread
Recently I was working on some editor scripts that do a large amount of processing on assets; in this particular case, exporting and importing asset data to and from a csv respectively. OK, not too hard, just grab all the assets of a type and serialize the data to csv. The hard part comes from […]