This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

Unity3D

/Unity3D

How to stop rigidbodies sliding and falling off moving platforms in Unity3d and 2D

By | August 27th, 2016|Categories: Game Development, Unity3D|

In this post I will demonstrate a solution to the common problem of slipping off moving platforms in Unity when using RigidBody game objects. The problem can be encountered in both 2D and 3D games, I will cover two known solutions I have come across, and explain in detail the solution I have applied in the game [...]

How to stop falling through floors and colliders in Unity

By | May 22nd, 2015|Categories: Game Development, Unity3D|Tags: , , |

Recently I have been working on a 2D platformer which uses the inbuilt Unity Physics and Rigidbodies. One of the challenges I ran into was  that when the player moved above a certain velocity, it would sometimes pass through colliders. This would lead to the player getting stuck inside the floor when landing a from a [...]

How to Setup your characters 2D Colliders in Unity

By | May 8th, 2015|Categories: Game Development, Unity3D|Tags: , , , , |

I've been tinkering with Unity's 2D tooling since it was officially released in v4.3. With each new version we see some improvements in the 2D tools and workflow, but alas it's far from perfect and as a result getting things to work the way you want is all about trial and error. One thing I have learnt quickly [...]

Understanding GetButton and GetKey inputs in Unity

By | April 12th, 2015|Categories: Game Development, Mobile Development, Unity3D|Tags: , , |

Unity's button / Input system has been the source of confusion for many newcomers. It's no suprise, after all we have  GetKey, GetKeyDown, GetKeyUp,  GetButton, GetButtonDown, GetButtonUp. So let's try make sense of it all.   GetKey / GetKeyDown / GetKeyUp Input.GetKey(...) will be familiar to developers coming from other platforms like Flash. It accepts either a KeyCode [...]

New Tutorial Comming Soon! – How to Make Super Mario Bros with Unity3D

By | March 4th, 2015|Categories: Game Development, Unity3D|Tags: , , , |

It's been a little while now since I wrapped up my last tutorial series, and I want to thank the readers who shared it around Twitter and sent me personal thanks. I love hearing how something I wrote helped somebody better their skills. We have all been there and are upgrading every day! So,  to keep [...]

Creating 2D animation states in Unity3D : Part 3 – Switching animations with keyboard input

By | December 29th, 2014|Categories: Game Development, Unity3D|

This is the 3rd and final installment in the mini tute series 'Creating 2D Animation States in Unity3D' . You can find previous installments here: Part1  | Part 2 In part 2 we created our Player animations, created an animation controller, organised our animations in the Animator window, and then mapped them to 'Conditions' based on [...]

Creating 2D animation states in Unity3D : Part 2 – Understanding the Animation Controller

By | September 7th, 2014|Categories: Game Development, Unity3D|

This post is part 2 of Understanding and Creating 2d Animation State management in Unity3d, In this tutorial we will be continuing from Part 1 and covering the following topics: Adding the player component Adding an animation State Manager to the player Defining Animation transition rules and parameters Switching between animations at runtime Ok so lets get [...]

Understanding Class Inheritance In Unity3D

By | August 1st, 2014|Categories: Game Development, Mobile Development, Unity3D|

Inheritance is an Object Oriented Programming concept (OOP) used to access and reuse the properties or methods of one class from another. The class being inherited from is known as the 'base' class, where the one inheriting from the base class is known as the 'derived' class. Let's think of it like this: John (derived class), is [...]

Managing 2D animation states in Unity3D : Part 1 – Creating animations from Sprite Sheets

By | July 13th, 2014|Categories: Game Development, Unity3D|

In this tutorial I will be explaining how to manage 2D animation states for characters in Unity3D using the new 2D tools that shipped with version 4.3. This process will include importing and slicing a Sprite Sheet (Ken from Street Fighter), assigning animation states with the new animation controller, and scripting simple keyboard controls to change [...]