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Trajectory Wins Great Canadian Appathon’s “Wild Card” Category

I would have named it Orbital Fun Time. — Friedrich Drumpf

This is slightly old news, but recently a game I built for the Great Canadian Appathon — hastily named Trajectory at 5 am on a Sunday morning — took home the “Wild Card” prize. The criteria for this category was originality, creativity, fun and cool factor. (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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