LeanTween Editor Now “Auto-Generates” C# Code
Sep 04The 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
Jan 30LeanTween 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
Jan 26My 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#
Dec 12LeanTween 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?
Nov 20I 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
Nov 18I 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...