LeanTween WebGL Exporting

LeanTween WebGL Exporting

Nov 16

I finally had a chance to get my hands on the new Unity5 beta and it’s WebGL exporting. Thankfully the Unity folks have done a thorough job with this exporter and I am not seeing any issues with the current version of LeanTween. When they came out with Flash exporting it took some finagling to get it work correctly, but this time it just seems to work immediately (amazing when that...

LeanTween Unity 4.6 UI and Anonymous Functions

LeanTween Unity 4.6 UI and Anonymous Functions

Oct 13

Unity 4.6 may only be in beta but the new UI system has everyone excited. It basically brings the UI Elements behavior much more inline with how gameObjects are managed. Every element is an object in the scene hierarchy with it’s own RecTransform that describes it’s positioning/scaling/rotation etc (much like the Transform for GameObject). Since RectTransform’s behave so similarly to...

LeanTween Editor Now “Auto-Generates” C# Code

LeanTween Editor Now “Auto-Generates” C# Code

Sep 04

The LeanTween Editor keeps improving. With the latest installment, I have added the ability for the visual editor to output actual c# code. So you now have the ability to use the animation “out of the box” as an attached sequence, or you can cut and paste the code to wherever you wish! Auto-Generated C# code:   Other NEW Features: Tween Color:   Delay/Repeat Groups of...

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...