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Showing posts from June, 2019

Unity Editor Window (Part 3)

Unity Editor Hello, Unity Dev’s I am back again with Part 3 of Creating custom editor window in unity. In today’s blog we will look around: “How to load Textures files from resource folder and create our buttons.” Step1. Gather some images related to the headers of our sub-toolbars or if you are good at photoshop create some, btw I have zero skills when it comes to photoshop so I am goanna gather images from internet. Once we have are images ready drag them into respected folder under root folder Resources. It will look something like this: Step2. Scripting   Now we need to create a function which will be called once whenever we will switch from sub-tabs. Hmmmm, so how to do that!!! First create a function and name it as per your want’s I have named mine as: “MakeWindow” Then write down these lines: Create two variables a list: to store our loaded textures an

Collider

Welcome back Developers, today we are gone learn about collider. As per the unity manual the definition for collider is: Collider  components define the shape of an object for the purposes of physical  collisions . A collider, which is invisible, need not be the exact same shape as the object’s  mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay. In simple word a collider gives your gameobject a physical nature so it can be a hard surface and other gameobject can’t pass through it. Unity supports multiple colliders 3D as well as 2D.      Ok, we have this many collider but what to do with them how to use them in Scripts?     Simple Unity provides some build-in method to use collider. They are: Addition to this collider has some additional properties and methods which we cover later. But if you want to check them out go to the official unity scripting API link: https://docs.unity3d.com/ScriptReference/Collider

Touch Input in Game

Today's blog is about How to take touch input in our games. This blog is continuous to Input in our games (so if haven’t read the previous blogs I recommend to read those as well to understand overall concept of Inputs in game using: Mouse, Keyboard and Touch). Basically, Touch inputs are used for Mobile devices, so whenever your target audience is mobile users you have to work with touch input feature of unity. You can visit unity official site for an insight of touch input mechanism. (Link https://docs.unity3d.com/ScriptReference/Touch.html ) Before we start, I will also recommend you to Download android sdk and java jdk. There is different procedure for different unity versions. To know how to setup your sdk and jdk in unity please follow the below links. (Links: ·        Unity version 2017 to 2018-   https://www.youtube.com/watch?v=ojt7ITyklGk ·        Unity version 2019- https://www.youtube.com/watch?v=pNLJsKUAf4c ) So, let’s start with today’s

Mouse Input In Game

In previous blog we have study about How to get input from keyboard , in addition to that today we will learn How to get input from mouse. In your game we can take mouse input from user in two ways: 1.       By mouse clicks. 2.       Using UI buttons Today we are going to focus on the 1 st way. Actually t he second way is simple, just add a UI>Button and attach a script on its onclick behavior . Step 1. Create a scene and add an object in it. As I don’t have a 3D model, I am going to make my own customized gun in unity. Step 2. Write the following script and attach the script to your gun gameobject. As you can notice the code is written in update function as described in previous blog, anything that is related to user input is mostly written in update method. (or I can say I don’t come up with any idea to write the input code in any other way.) Step 3. Setting up the script. 1.After Creating Gun. 2.Create a script FireBullet