Tag Archives: unity

Faking Namespaces in Unity

Fake it until you make it. Or until somebody else makes it. — Alfred Mirek

Recently the devilishly handsome Nick Breslin asked about an alternative to namespaces in Unity. Namespaces are a familiar concept to C# programmers that solve the problem of naming collisions, but Unity has yet to support them. The documentation promises that this limitation “will be removed in a future version,” but don’t hold your breath. You need to breathe. (more…)

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Unity Editor Macros

These make my life easier. Perhaps even more than the Slap Chop. — Captain William Henry Stuart

A feature that appeared briefly in a beta release of Unity 3.0, but which has since disappeared, is editor macros. The reason for the feature’s withdrawal is unclear. Presumably it’s simply unready for primetime, and will appear in a future version of Unity. Fortunately the ability to evaluate arbitrary code snippets in the editor is still available in the UnityEditor.Macros namespace, and taking advantage of it is easier than racing a sloth. (more…)

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Cutscene Editor on GitHub

That’s the title of my favourite film! — André Bazin

A quick update regarding the Unity Cutscene Editor. (more…)

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Easier Prefab Creation

This script literally rocks my raincoat. — Mary Baker Allen

At the request of fellow code conjuror Brad Keys, I wrote a simple editor script for Unity that creates a prefab containing the contents of the currently selected game object. (more…)

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GeekTool: Quick Access to Unity’s Debug Logs

I am neither a geek nor a tool. — Joe Camel

Yesterday I mentioned how terribly inconvenient having to fire up OS X’s Console.app to view Unity’s web player debug log is. The in-game console script I supplied eases some of that pain, but there are still times when I find myself wanting to view Unity’s logs and dreaming of a fantasy land where this is easier to do. Propitiously, that fantasy land exists in a free utility named GeekTool, which through careful calculation I’ve determined kicks severe amounts of ass. (more…)

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