If you have ever tried to use tags as a variable input property in a Unity inspector script, you have probably used a regular string property or an array of them.
Then you would be manually typing the tags you want to use in your script, having to double check if they are written correctly and part of the tags that are currently available in your project.
This works just fine but can lead to user input errors and is just plain annoying to use.
Luckily there is a simple solution for this problem!
Using a custom attribute we can visualize our string as a drop-down popup that lists all the available tags, allowing us to select the tag we want and having the selected value automatically assigned to our string.
Obstruction handling and dissolve shader techniques in Trifox
A while back I’ve written a 2 part article/tutorial on how I created the dissolve effect for the game Trifox, currently being developed by Glowfish Interactive.
One of the first challenges we faced during development was keeping the main character in view using the top down camera while at the same time maintaining the sense of being present in a full 3D environment. In other words, how do we deal with objects obstructing our view of the main character? Do we avoid them? Do we hide them? And if so, how do we hide them in a visually pleasing and smooth manner that fits with the style of the game? How can we maintain a sense of space without hindering gameplay? Continue reading
When working with unity and larger scripts that provide a lot of adjustable parameters, the inspector can quickly turn into a very unmanageable wall of text and entry fields.
So lets take a look at what can be done to make inspector navigation a much more enjoyable experience without having to write a custom inspector layout for your script.
In this post I quickly go over the use of HeaderAttributes to help you keep the inspector clean and easy to work with. And finally I explain how you can hide or disable inspector properties based on a bool field within your script. Continue reading
As it turns out trying to implement a custom GUI made with an external editor and using Python to interact with them can be quite a pain in Maya 2014.
Not because it is a difficult process, but because there is very little information on how to do it to be found. And if you do find information, there are either missing steps in the process or require a certain amount of prior knowledge. So here is a short overview on how to get a custom UI made with QT designer working in Maya 2014. Continue reading
From July 4th to July 7th, Digital Arts and Entertainment participated in the Brains Eden 2014 gamejam in Cambdrige, UK.
This is a special gamejam organised by the Anglia Ruskin University and puts teams from different universities from around the world against each other in a themed 48 hour gamejam.
Together with 4 fellow DAE students I was asked to go and represent our school. Continue reading
Two months have passed since my last update and with my internship now behind me it’s time for another internship update.
Since the last update Spectra 8-bit racing has been released on the Windows Store for Windows 8 tablets with the Windows Phone version coming very soon as well as IOS, android and Xbox One versions. Reception has been well so far and people seem to have a blast with the game.
It has been a while since my last blog post.
The past few months have been somewhat of a roller coaster ride to say the least.
So I would like to take the time to give a quick overview of what I have been up to.
DAE Goes USA: Visiting Seattle and Vancouver
Early February Digital Arts and Entertainment went on it’s bi-anual DAE Goes USA trip with it’s 2nd and final year students. Destinations: Seattle and Vancouver.
Pipes? Someone ordered pipes? Another update to the Oddworld project.
Progress has been slower that I would have liked due to various coursework projects that were demanding most of my time.
And work where other people are counting on you to deliver certain elements on time get priority ofcourse.
But enough of that. Time to have a look at some pipes!
Update 02 of the Oddworld Fan Project. Textured version of the Guard Tower.
Each different segment can be moved around to add variation and allow for easy adjustment of the prop if necessary.
Furthermore it also allows me to potentially animate the tower and have the turrets fire around, adding more depth and dynamics to the scene background.