LeanTween Event Dispatching

LeanTween Event Dispatching

Jan 30

LeanTween now supports an easier way to send messages to other parts of your code: Event Dispatching! In Unity it is often necessary to connect far-flung pieces of code together. This can usually be accomplished with some type of GameObject.Find(“objectName”); or setting a reference through the editor. These solutions can sometimes be clunky to say the least, and too much work. Now...

Monkeyshines now available for Flash

Monkeyshines now available for Flash

Jan 26

My physics/action game Monkeyshines has been available in the iTunes store Google Play for over a year now, but I decided to give it a refresher by porting so it could run with the Adobe Flash plugin. It was built with Unity and I could have easily published it using the Unity plugin, but I knew I could reach a far greater number of people if I opted for Flash (market penetration for Flash 11+...

LeanTween 2.0 – Faster, Type-safe and C#

LeanTween 2.0 – Faster, Type-safe and C#

Dec 12

LeanTween 2.0 does away with passing optional parameters via Hashtables or Arrays, and instead turns to a more robust and cleaner way of passing these parameters with functions. All optional parameters are now passed at the end of the tweening method like so: LeanTween.moveX( go, 1f, 2f).setEase(LeanTweenType.easeInQuad). setDelay(1f).setOnComplete( someMethod ); You can “daisy-chain”...

C# vs Unityscript – Which is faster?

C# vs Unityscript – Which is faster?

Nov 20

I set out to find if there are any speed advantages to using C# when programming in Unity. I have for awhile kept both versions of my popular tweening engine LeanTween in C# and Unityscript, because I still thought there might be speed advantages to using Unityscript. This is a lot of work to maintain both versions, so I wanted to test my hypothesis and see whether Unityscript was actually...

How created my own Procedural Textures for Unity3d

How created my own Procedural Textures for Unity3d

Nov 18

I had been reading a lot about Perlin noise and other noise generation techniques, and I was pretty excited about the possibilities for endlessly variable textures that could be created on the fly. I hadn’t noticed anything like this in the Unity Asset Store, so I thought I could make something that other people could benefit from as well. So I got to work, creating an editor that created...

Lean Loader, load from web or cache – Unity3d

Lean Loader, load from web or cache – Unity3d

Nov 12

Lean Loader is a new library I created for Unity3d to easily loading assets from either the web or from a cached backup. Great for times when the user is offline or just to speed up performance! It does more than just cache the data, it simplifies the whole asset loading process. - Load images, sound, and text data (XML etc) - Minimal coding required - Simplifies tasks such as posting data to a...

LeanTween Stress Test

LeanTween Stress Test

Jul 24

I came across this post about iTween bragging how it can animate 1,000 tweens at once (and this is for an experimental version that never came out). “1,000 iTweens running at the same time?! Yup, iTween 3 can do it without breaking a sweat.” Bob Berkebile – iTween Stress Test Link So, I couldn’t resist posting my own stress test with… 6,000 tweens! Just a tad bit...

Faking Global Illumination with Unity Basic

Faking Global Illumination with Unity Basic

Jul 11

Video Tutorial Descriptive Tutorial When I first started experimenting with the lightmapping feature in Unity3d I was disappointed with the results, which were very flat and not realistic looking. I soon found out that in order to get more realistic results you need a third light that is not offered in the Unity Basic that emulates the lighting given from the sun, this is called Global...