Category Archives: Game Design

Creating games and the tools used for the job, from a hobbyist’s perspective.

Easier Prefab Creation

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. The new prefab bears the name of the selected game … Continue reading

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GeekTool: Quick Access to Unity’s Debug Logs

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 … Continue reading

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Consolitis

Like any self-respecting Unity developer, I monitor the contents of the Console window religiously. The editor presents a slick interface, but when it comes to keeping tabs on the warnings and exceptions output by a web player game, a trip … Continue reading

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Changing Unity’s Boilerplate Script Code

Quick tip: if you’re not a fan of the boilerplate code that Unity spits out when you create a new script (for example, if you’d rather have an OnGUI function ready to go rather than Start), you can easily change … Continue reading

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Unity Cutscene Editor Initial Release

Today I’m releasing the cutscene editor I worked on as part of Unity’s Summer of Code last year. The version number is 0.1 — it’s several features short of what I envisioned and it’s not as user-friendly as I’d like … Continue reading

Posted on by Matthew Miner | 3 Comments

Blink Blink Blink

As promised: a blinking text script for Unity, to bring back the glory days of Netscape Navigator. Sophistication starts here. public float interval = 1; bool visible = true; void Start () { // Start blinking immediately TriggerBlink(); } void … Continue reading

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A New Medium for the Scrolling Marquee

Recently when reminiscing about that custodian of excellent web design that is was GeoCities, I decided to give the <blink> and <marquee> tags a whirl, for old time’s sake. Alas, Safari refuses to recognize these bastions of 90s tastefulness. Tears … Continue reading

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Event.Use() and Scroll Views

Today’s Unity discovery: calling Event.Use() every time the OnGUI() function runs will cause scroll views to not work. At least, they won’t respect any dimensions you set and will simply stretch to accommodate the elements contained within it. “A scroll … Continue reading

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Coding a Cutscene

Today I was accepted into Unity’s Summer of Code. In their wise words, it’s “a program through which we offer indie & student developers the chance to get paid for doing something cool in Unity.” Applicants pitch an idea and … Continue reading

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Get Down, Get Down (Unity Boogie)

Recently I built a browser-based window system using the most excellent MooTools JavaScript framework. It behaves similar to how your modern desktop windows work. That is, windows can be opened, closed, resized, and dragged around by their titlebar. When clicked … Continue reading

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