This tutorial is the second part of Storing Data in Unity series. You can read Part 1 of this series here. What’s in this part? We will discuss about storing micro data such as int, float, string, and double in Unity using PlayerPrefs. What we will develop? Following is the… Read more »
I just created an UML representation of the class hierarchy in createjs library. Sometimes I need to know some relations and taking a quick look to the class hierarchy is really useful. I didn’t include DOMElement in the diagram because it’s an experimental class and probably will not be a very… Read more »
CreateJS is a powerful library which tries to mimetic the behavior of flash/actionscript3 class hierarchy. It does a really good job, but some of the classes are left away. Maybe because they were too much flash dependent or maybe they were not used so much. There is one class I… Read more »
Today, we will give overview of data storage in Unity3D. But before going into further discussion, let’s discuss about data storage itself. What is Data Storage? Data Storage is the holding of data in any form for later accessing it and using it. This tutorial is about data storage in… Read more »
As of now we have a player plane which can be controlled using the keyboard. The player plane can shoot bullets so we need now some enemies to dodge and shoot at. We are going to add the enemies in the same way we dealt with the player bullets. We… Read more »
In this tutorial we are adding the functionality to make the player plane to shoot bullets. The easiest way would be to shoot a bullet each time the player press the fire button. A little more elaborate method is to shoot bullets when the fire button is down and to… Read more »
This is the first part from the aeroplane shooting game tutorial. Here are the other sections: 1. Player Movement 2. Shooting Bullets 3. Adding Enemies 4. Collisions 5. Scoring and HUD. 1. Player Movement 1.1. Adding The Player Plane. From the beginning in an aeroplane shooting game we need of… Read more »
In this simple Starling tutorial we’re gonna load a simple texture and display it on the screen. Starling is a trendy as3 framework wrote by the same person who wrote parrow for iOS. It uses GPU but is created for 2d games with the idea in mind that speed matters… Read more »
Auto-Hide might be useful when you deal with situations when you have too many controls on a screen and you just want to hide those which are not used so often to have enough space in the main screen. A simple option to implement would be to use MouseEvent.MOUSE_OVER and… Read more »