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Feb 18, 2019 9:45 PM
Pathfinding Basics, Concepts, Tips and Ideas
Pathfinding is the process of navigation that is used in moving an object from one point to a second distinct point in space and the logical steps to do so.
Pathfinding Basics, Concepts, Tips and Ideas
Article
Feb 12, 2019 2:41 PM
Spawn Points and Object Pooling
In any game you may be making, more than likely you will run into times where you will need to spawn objects (Enemies, bullets, players, pick-up items, etc.). In this article we go over spawn points and object pooling and go over...
Spawn Points and Object Pooling
Article
Uroš Zečević
6 days ago
No problem, i just don't want people to think pooling is a magical solution for eliminating instantiating calls, it requires a bit of setup to work properly.
Nav Gupta
10 days ago
Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
I'm making adjustments and giving you credit for that catch :) i'm adding in a note in my article now with your name. Thanks again!
Nav Gupta
10 days ago
Uroš ZečevićNice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
You are totally right. I was just trying to put a very basic idea and concept, I felt that to not confuse new developers I would keep it simple :) +1 Thumbs up to you for catching that and noting that. Your way is the way one should definitely go with pooling for sure :)
Uroš Zečević
10 days ago
Nice write up for rookies that are not acquaintanced with the pooling concept but i must disagree with the "simply deactivate part". Deactivated objects keep their properties, they are just not active any more. You need to reset their properties which can be tricky for more complex objects sometimes. Also, you need the way to track the number of spawned objects and adjust the pool size when needed.
Feb 8, 2019 4:54 PM
Onboarding in Games - Learn 7 Tips For Onboarding and User Training
A good onboarding system can help build habits in your players that will keep them coming back to your game and enjoy it. Get it wrong and you'll have players confused and even uninstalling your game!
Onboarding in Games - Learn 7 Tips For Onboarding and User Training
Article
Feb 17, 2017 8:19 AM
Incoming! Goblins Attack TD
3D Tower Defense game made in Unity3D (Android, iOS) Product owner wanted to create a new fresh mobile tower defense game similar to Kingdom Rush but in 3D for Android and iOS. I was responsible for prototyping the core mechanics,...
Showcase
Rodrigo Abreu
20 days ago
Kevin GuDo you think cloud saving is important?
It depends on the type of project and specially on the client needs when you'
John Delvalle
2 years ago
yes cloud saving is important but not indispensable.
Kevin Gu
2 years ago
Do you think cloud saving is important?
Feb 1, 2019 9:46 AM
Tactics V: "Obsidian Brigade"
Tactics V is a retro-style tactical turn-based RPG in homage to games like 1997’s Final Fantasy Tactics from Square-Enix. Its set in an in-house fantasy setting with lore and magic. Also uses techniques to convert to a 2D...
Game
Applied.
Paul Metcalf
17 days ago
For anyone wanting to help, we'll be having a steam beta from Feb 15th - March 8th. You can apply through this form (while it's open for applicants): https://t.co/PizKPhaNS5
Paul Metcalf
24 days ago
@Phil Burling, I feel the only thing really lacking when panning in our shaders is that the dithered effects are locked to screen and not sprite origin, so while a stationary thing like the environment is moved, the checkerboards don't completely line up. but it's been reworked many, many, times... I'd say 6 or more months of research, and we're just sticking with this as the result. I personally really like the result much better at 30 or 60 frames in person rather than these clips. We'll have more info very soon on when we're getting this into people's hands. I appreciate your input none the less
Paul Metcalf
24 days ago
Thanks.
Jan 24, 2019 9:27 PM
Writers Block for Developers - With 7 Tips To Help You Overcome It!
This is one topic that we hardly talk about as developers but it will definitely come up.
Writers Block for Developers - With 7 Tips To Help You Overcome It!
Article
Nav Gupta
22 days ago
:) thanks for reading! Glad I was able to change another life for the better :) please check out my live twitch training as well where I teach game development for free! http://www.twitch.tv/academyofgames0 Thank you for your support! :)
Liked this article because it discovered daily coding problem for me. It's fun, I've already solved the first one!
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