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<channel>
	<title>Unity &#8211; INCD021</title>
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	<link>https://incd021.com</link>
	<description>Programming, thoughts, life  and art.</description>
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	<item>
		<title>LD30 &#8211; LD48 &#8211; Join Us!</title>
		<link>https://incd021.com/2014/08/24/ld30-ld48-join-us/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Sun, 24 Aug 2014 19:15:31 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[48 hours]]></category>
		<category><![CDATA[Game development]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=580</guid>

					<description><![CDATA[Ok, so I entered my first Ludum Dare, with expectations set high.  When the theme was announced (3 am here in Denmartk) I was a bit disappointed.. It was the....]]></description>
										<content:encoded><![CDATA[<p>Ok, so I entered my first Ludum Dare, with expectations set high.  When the theme was announced (3 am here in Denmartk) I was a bit disappointed.. It was the one theme I really didn&#8217;t like &#8220;Connected Worlds&#8221;. I wanted &#8220;Potato Salat&#8221; I wanted to make a game with a potato running from forks and knifes, NOT to become part of the &#8220;Potato Salat&#8221;.</p>
<p>I had to think of something? Sleeping until 7 and didn&#8217;t help, food and a shower.. Now an idea started to form. The void ship from the Dr. Who series and the hunt for the Maquis from Star Trek, void ship = between worlds,  hunt for the Maquis = turbulent and violent space.. hmmm. To the blackboard, and draw 3D, draw 2.5D, ok then 2d.. Couldn&#8217;t figure out how I wanted the game to look, as I would like to do it in 2d (haven&#8217;t done 3d since unity came out with their 2d support), I just couldn&#8217;t squash the 3D into 2D.</p>
<p>Remembering that I only had 48 hours and 5 was gone sleeping, eating and showering already. I had to keep it simple. So why not having two universes, one on top of the screen and one on the bottom, and having to fight invaders from the other universe. So I set out to do so.</p>
<p>What I have ended up with is almost that. Only change is that the enemy ships are wormhole generators that you have to shoot down before they can open a wormhole, and there by destroying the other universe (I have allowed myself some freedoms as I do not know how wormhole from a universe with other lawn of nature would impact our universe or it&#8217;s even possible).</p>
<p>You can play the game <a href="https://incd021.com/Games/LD30/LD30.html">Join Us!</a> online, or download the <a href="https://incd021.com/Games/LD30/JoinUs.zip" target="_blank" rel="noopener">PC version here</a>.</p>
<p><a href="https://incd021.com/wp-content/uploads/2014/08/JoinUsScreenShot.png"><img fetchpriority="high" decoding="async" class="aligncenter size-medium wp-image-582" src="https://incd021.com/wp-content/uploads/2014/08/JoinUsScreenShot-300x168.png" alt="JoinUsScreenShot" width="300" height="168" /></a></p>
<p>Learned a lot, especially not to optimize as much as I do. I have done some things where I thought, this will be slow, but it&#8217;s micro seconds, so doesn&#8217;t matter. Ended up with at most 10 draw calls which is nothing. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Now I have uploaded the PC version and the web version to <a href="http://ludumdare.com">Ludum Dare</a> I don&#8217;t really wan&#8217;t to work on it any more, I&#8217;m mentally tired and just want to relax and not think about &#8220;Join Us!&#8221; anymore,  for now&#8230;</p>
<p>It&#8217;s been fun and amazing to see how much you can do, when you don&#8217;t focus on having to deliver something amazing and super polished, but just a game someone would enjoy <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /> So hope you will play it, enjoy it, and rate it on <a href="http://ludumdare.com">Ludum Dare</a>.</p>
<p>Now, go make games <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
]]></content:encoded>
					
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		<item>
		<title>Unity 2D RULES!!!</title>
		<link>https://incd021.com/2013/11/28/unity-2d-rules/</link>
					<comments>https://incd021.com/2013/11/28/unity-2d-rules/#respond</comments>
		
		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Thu, 28 Nov 2013 08:10:29 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[2d]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=429</guid>

					<description><![CDATA[After only a week and not much time to look into Unity 2D I must say that I don&#8217;t think I&#8217;ll ever look at another game engine ever again 🙂....]]></description>
										<content:encoded><![CDATA[<p><span style="line-height: 1.5;">After only a week and not much time to look into Unity 2D I must say that I don&#8217;t think I&#8217;ll ever look at another game engine ever again <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> The 2D workflow, sprite importer, animator, ordering layer and so on, just makes everything SO easy. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> I&#8217;m simply blown away.</span></p>
<p>I have so many options now, that I don&#8217;t know what game to start making, which i great <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Now I just have to finde the time to make it all happen..</p>
<p>If you don&#8217;t have allready, go download <a href="http://unity3d.com/unity/download">Unity 4.3</a>&#8230;.  To get started take at look at <a href="http://www.youtube.com/watch?v=4qE8cuHI93c">2D Game Development Walkthrough</a>.. Unity 2D RULES!! <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>Have fun and go make games!</p>
<p>&#8211; Henning</p>
]]></content:encoded>
					
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		<item>
		<title>Stencyl</title>
		<link>https://incd021.com/2013/11/17/stencyl/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Sun, 17 Nov 2013 12:19:54 +0000</pubDate>
				<category><![CDATA[Earth Guardian]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Stencyl]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[3d]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=422</guid>

					<description><![CDATA[After some weeks thinking about life the universe and everything, I&#8217;m back. 🙂 I&#8217;ve spend some time making the basic stuff for a 2D game using Unity. Forcing Unity to....]]></description>
										<content:encoded><![CDATA[<p>After some weeks thinking about life the universe and everything, I&#8217;m back. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>I&#8217;ve spend some time making the basic stuff for a 2D game using Unity. Forcing Unity to make a 2D game have been a challenge, It works but I&#8217;ve spend a lot of time handling sprite sheet, animation and other standard stuff and not on the actual game. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f641.png" alt="🙁" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Then by pure coincident I saw someone mentioning Stencyl on <a href="http://www.spiludvikling.dk">spiludvikling.dk</a> so I took a look, and if version 3.0 keeps it promises I guess I&#8217;ll be doing all my 2D games in Stencyl. Only thing about Stencyl I don&#8217;t like is the missing possibility to use C# and the still missing Android support <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f641.png" alt="🙁" class="wp-smiley" style="height: 1em; max-height: 1em;" /> But for now it&#8217;s so easy to use, that I&#8217;ll gladly learn Scratch and objective C.<br />
Now that Unity version 4.3 is out, I&#8217;ll have to try it out to see if it&#8217;s as easy as they say, and if it is, I might switch back. If not, I&#8217;ll save Unity for my 3D needs <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>Have fun! Now go make games!</p>
<p>&#8211; Henning</p>
]]></content:encoded>
					
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		<item>
		<title>Unity Draw Call Batching</title>
		<link>https://incd021.com/2013/09/16/unity-draw-call-batching/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Mon, 16 Sep 2013 15:42:33 +0000</pubDate>
				<category><![CDATA[Earth Guardian]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[ExecuteInEditMode]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[Unity draw call batching]]></category>
		<category><![CDATA[Unity draw calls]]></category>
		<category><![CDATA[UV]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=410</guid>

					<description><![CDATA[I was having problems with Unity draw call batching. I&#8217;ve started on a small 2d game (Earth Guardian) and had made a small mockup and was already having problems with....]]></description>
										<content:encoded><![CDATA[<p>I was having problems with Unity draw call batching. I&#8217;ve started on a small 2d game (Earth Guardian) and had made a small mockup and was already having problems with the number of draw calls <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f641.png" alt="🙁" class="wp-smiley" style="height: 1em; max-height: 1em;" /> It looked like I was getting an ekstra draw call for each sprite I created. So I didn&#8217;t know what I was doing..! So I had to find out what I was doing wrong.</p>
<p>Asking Google I found three possible things, that could be the problem.</p>
<ol>
<li>When creating my mesh I set mainTextureOffset and mainTextureScale.</li>
<li>My sprites use the build in transparent shader, which apperently could also kill the dynamic batching.</li>
<li>I set the material for all meshes to my spriteatlas texture. Not using shared materials.</li>
</ol>
<p><span style="line-height: 1.5;">The Code is as follows.</span></p>
<pre class="brush: actionscript3; gutter: true">public static GameObject CreateSprite(float x, float y, float width, float height, float scale, Material material)
    {
        y = materialHeight - y;
        float uvWidthUnit = 1f / materialWidth;
        float uvHeightUnit = 1f / materialHeight;

        float vertHeightScale = scale * (height / width);

        Mesh mesh = new Mesh();

        Vector3[] verts = new Vector3[4];
        Vector2[] uvs = new Vector2[4];
        int[] tris = new int[6] { 0, 1, 2, 2, 1, 3 };

        verts[0] = -Vector3.right * scale + Vector3.up * vertHeightScale;
        verts[1] = Vector3.right * scale + Vector3.up * vertHeightScale;
        verts[2] = -Vector3.right * scale - Vector3.up * vertHeightScale;
        verts[3] = Vector3.right * scale - Vector3.up * vertHeightScale;

        uvs[0] = new Vector2(0.0f, 1.0f);
        uvs[1] = new Vector2(1.0f, 1.0f);
        uvs[2] = new Vector2(0.0f, 0.0f);
        uvs[3] = new Vector2(1.0f, 0.0f);

        mesh.vertices = verts;
        mesh.triangles = tris;
        mesh.uv = uvs;

        mesh.RecalculateNormals();

        GameObject newMeshObject = new GameObject();
        newMeshObject.AddComponent&lt;MeshFilter&gt;().mesh = mesh;
        newMeshObject.AddComponent&lt;MeshRenderer&gt;();
        newMeshObject.renderer.material = material;
        newMeshObject.renderer.material.mainTextureOffset = new Vector2(uvWidthUnit * x, uvHeightUnit * y);
        newMeshObject.renderer.material.mainTextureScale = new Vector2(uvWidthUnit * width, uvWidthUnit * height);
        newMeshObject.AddComponent&lt;BoxCollider&gt;();
        Vector3 boxColliderSize = newMeshObject.GetComponent&lt;BoxCollider&gt;().size;
        boxColliderSize.z = 0.1f;
        newMeshObject.GetComponent&lt;BoxCollider&gt;().size = boxColliderSize;
        newMeshObject.AddComponent&lt;Rigidbody&gt;();
        Rigidbody rigidbody = newMeshObject.GetComponent&lt;Rigidbody&gt;();
        rigidbody.constraints = RigidbodyConstraints.FreezeAll;
        newMeshObject.isStatic = true;
        return newMeshObject;
    }</pre>
<p>So first I tried setting UV for the vertices instead of changing mainTextureOffset and mainTextureScale. For the first test I just removed the two lines, to see if the number of draw calls decreased.</p>
<p>The number of draw calls, on my main game screen, went down from 42 to 9 (I have some GUI taking up some calls).. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> And when I started shooting, a lot, the number of draw calls stayed solid at 9. So a real improvement. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> Of cause now I had to test if changing the UV coordinates for each frame changes anything&#8230;. It didn&#8217;t effect the number of draw calls <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> This post from the <a href="http://answers.unity3d.com/questions/428183/modifying-maintextureoffset-increases-draw-calls.html">Unity Forum</a> says it all. So modifying mainTextureOffset and mainTextureScale is <strong>not</strong> the way to do it!  So no more testing, the UV way of doing things must be the way to go.</p>
<pre class="brush: actionscript3; gutter: true">[ExecuteInEditMode]
public class UVSetter : MonoBehaviour
{

    public float pixX;
    public float pixY;
    public float pixW;
    public float pixH;
    public float matrialSizeX;
    public float matrialSizeY;
    private Mesh theMesh;
    public bool updatable;
    // Use this for initialization
    void Start()
    {
        theMesh = transform.GetComponent&lt;MeshFilter&gt;().mesh;

        float uvx = pixX / matrialSizeX;
        float uvy = 1f - (pixY / matrialSizeY);
        float uvw = pixW / matrialSizeX;
        float uvh = pixH / matrialSizeY;

        Vector2[] newUVs = new Vector2[4];
        newUVs[0] = new Vector2(uvx, uvy);
        newUVs[3] = new Vector2(uvx, uvy + uvh);
        newUVs[2] = new Vector2(uvx + uvw, uvy);
        newUVs[1] = new Vector2(uvx + uvw, uvy + uvh);
        theMesh.uv = newUVs;
    }

    // Update is called once per frame
    void Update()
    {
        if (!updatable)
        {
            return; 
        }
        float uvx = pixX / matrialSizeX;
        float uvy = 1f - (pixY / matrialSizeY);
        float uvw = pixW / matrialSizeX;
        float uvh = pixH / matrialSizeY;

        Vector2[] newUVs = new Vector2[4];
        newUVs[0] = new Vector2(uvx, uvy);
        newUVs[3] = new Vector2(uvx, uvy + uvh);
        newUVs[2] = new Vector2(uvx + uvw, uvy);
        newUVs[1] = new Vector2(uvx + uvw, uvy + uvh);
        theMesh.uv = newUVs;
    }
}</pre>
<p>On a final note I just want to mention that, to get the editor to show the correct UV in the editor, I just added [ExecuteInEditMode] decoration to my UVSetter test class..</p>
<p>Now, go make games! <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
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		<title>Unity Remote</title>
		<link>https://incd021.com/2013/09/12/unity-remote/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Thu, 12 Sep 2013 10:00:41 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Touch]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Unity Remote]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=407</guid>

					<description><![CDATA[Got Unity Remote working on my LG E975 mobile phone today, so development time has been drastically shortened. 🙂 As I&#8217;m new to mobile/touch development, I started out with the....]]></description>
										<content:encoded><![CDATA[<p>Got Unity Remote working on my LG E975 mobile phone today, so development time has been drastically shortened. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> As I&#8217;m new to mobile/touch development, I started out with the old compile, copy, install and test cycle. SLOW!!! I knew there had to be a better way, and Unity Remote was the answer <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /><br />
I did fail to make it work on my own, but this one line &#8220;<em>On your android device ensure that in Application Settings that USB Debugging, Stay Awake and Allow Mock Locations are all enabled.</em>&#8221; from the <a href="http://answers.unity3d.com/questions/198853/unity-remote-for-android-not-working-solution.html">Unity Forum</a> made all the difference. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> And starting Remote app <em>before</em> Unity also helped <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>Now, go and make games! <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
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		<title>Unity touch input</title>
		<link>https://incd021.com/2013/09/10/unity-touch-input/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Tue, 10 Sep 2013 18:52:07 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Touch]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[input]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[script]]></category>
		<category><![CDATA[Unity Touch Input]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=402</guid>

					<description><![CDATA[My first encounter with Unity touch input didn&#8217;t go as I wanted it to.. After some failed attempt and a test scene in Unity, it did started to make sense.....]]></description>
										<content:encoded><![CDATA[<p>My first encounter with Unity touch input didn&#8217;t go as I wanted it to.. After some failed attempt and a test scene in Unity, it did started to make sense. And finding out that touch has phases and FingerId&#8217;s helped a lot. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /> So here&#8217;s my take on a controller and firing script for my current project.</p>
<pre class="brush: csharp; gutter: true">private shieldFingerId = -1;

...
// If nothing is touched, the shield controller has been released
// Know I should test for the shieldFingerId to be released, but this works for my purpose.
if (Input.touchCount == 0)
{
	shieldFingerId = -1;
}

foreach (Touch touch in Input.touches)
{
	// Fire
	if(touch.phase == TouchPhase.Began &amp;&amp; !withinShieldController)
	{
		Fire();
	}

	// &quot;Grap&quot; shield
	if (touch.phase == TouchPhase.Began &amp;&amp; withinShieldController)
	{
		shieldFingerId = touch.fingerId;
		UpdateSheldAngle(touch.position);
	}

	// Move shield
	if (touch.phase == TouchPhase.Moved &amp;&amp; touch.fingerId == shieldFingerId)
	{
		UpdateSheldAngle(touch.position);
	}
}</pre>
<p>As you can see, when I got hold of the information about touch.phase and .fingerId, everything turned out to be very simple indeed.</p>
<p>I found the Unity Script Reference pages to be very limited on the subject of touch input, e.g. information about touch.fingerId only says &#8220;The unique index for touch.&#8221; no examples, or explanation. But by asking Google, and searching the Unity forums, great resource I might add, it finally made sense. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>Working with touch has forced me to use my LG E975 mobile for testing, which is a slow process. :/ I guess I have to figure out how to make Unity Remote work with my phone. If not, development is going to take forever!</p>
<p>Hope the above code makes sense? Now go make games! <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
]]></content:encoded>
					
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		<title>Gastorid mobile shader.</title>
		<link>https://incd021.com/2013/08/28/gastorid-mobile-shader/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Wed, 28 Aug 2013 18:54:48 +0000</pubDate>
				<category><![CDATA[Game]]></category>
		<category><![CDATA[Gastorid]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Game development]]></category>
		<category><![CDATA[mobil shader]]></category>
		<category><![CDATA[problem mobile shader]]></category>
		<category><![CDATA[Shader]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=379</guid>

					<description><![CDATA[Ok, so I&#8217;ve had some time to work on my idea and I finally gotten it to work on my mobile phone. I&#8217;ve been stuck for hours and hours trying....]]></description>
										<content:encoded><![CDATA[<p>Ok, so I&#8217;ve had some time to work on my idea and I finally gotten it to work on my mobile phone. I&#8217;ve been stuck for hours and hours trying to get my game to work on my phone. Every time I switched the mobile shader for my linerenderer, to the one I wanted, the game simply stopped when initializing an object using that shader?? What the &#8230;! After adjusting just about everything in the unity editor, I finally stumped upon Edit-&gt;Project Settings -&gt; Graphics, where there&#8217;s an option called &#8220;Always included Shaders&#8221;. Looked like this could be the problem/solution. After adding my custom shader to the list, everything worked <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<figure id="attachment_385" aria-describedby="caption-attachment-385" style="width: 500px" class="wp-caption aligncenter"><a href="https://incd021.com/wp-content/uploads/2013/08/Always-Include-Shaders.png"><img decoding="async" class=" wp-image-385     " alt="Always Include Shaders" src="https://incd021.com/wp-content/uploads/2013/08/Always-Include-Shaders.png" width="500" height="104" /></a><figcaption id="caption-attachment-385" class="wp-caption-text">Always Include Shaders</figcaption></figure>
<p>Not something I will ever forget to do ever, ever, ever again.. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /> So now everything works, and the game is really starting to take shape. The audio is still horrible, and the gameplay needs some adjustment, whats to add time bonus/limits, but I really like what the game is morphing into.</p>
<p style="text-align: center;"><a href="https://incd021.com/wp-content/uploads/2013/08/Gastorid20130827-001.png"><img decoding="async" class="aligncenter" alt="Gastorid Screenshot Menu" src="https://incd021.com/wp-content/uploads/2013/08/Gastorid20130827-001-300x180.png" width="300" height="180" /></a></p>
<p style="text-align: center;"><a href="https://incd021.com/wp-content/uploads/2013/08/Gastorid20130827-002.png"><img loading="lazy" decoding="async" class="aligncenter" alt="Gastorid Screenshot Gameplay" src="https://incd021.com/wp-content/uploads/2013/08/Gastorid20130827-002-300x180.png" width="300" height="180" /></a></p>
<p>I have only one android device, so I&#8217;m looking forward to having friends test it on their devices, to see if there are problems with the different resolutions and aspect ratios. Which has really given me a lot of headaches, and maybe for nothing.. It have been a lot easier to work with, now that I&#8217;ve started using rich text in all my GUI text. It all looks good in unity, but you never know what might pop up on strange devices <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>Now go make games! <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f609.png" alt="😉" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
]]></content:encoded>
					
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		<title>3&#215;3 final version</title>
		<link>https://incd021.com/2013/07/01/3x3-final-version/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Mon, 01 Jul 2013 18:58:26 +0000</pubDate>
				<category><![CDATA[3x3]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Game development]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Unity 3d]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=349</guid>

					<description><![CDATA[Ok, I now regard the 3&#215;3 game as finished. I know I could spend more time polishing is, with better graphics, sound and more depth. But, the entire project started....]]></description>
										<content:encoded><![CDATA[<p>Ok, I now regard the 3&#215;3 game as finished. I know I could spend more time polishing is, with better graphics, sound and more depth. But, the entire project started as a POC and was never meant to become a playable game, so now that it&#8217;s playable and people enjoy playing it, I&#8217;ll move on to the next game.</p>
<p>The progress of the development of 3&#215;3.</p>
<div style="text-align: center;"><iframe loading="lazy" width="560" height="315" src="//www.youtube.com/embed/WkVZbN1XKfY" frameborder="0" allowfullscreen></iframe></div>
<p>Hope you&#8217;ll enjoy it too. <a href="https://incd021.com/Games/3x3/3x3.html">3&#215;3 Final version</a>. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>&#8211; Henning</p>
]]></content:encoded>
					
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		<title>3&#215;3 version 10</title>
		<link>https://incd021.com/2013/06/26/3x3-version-10/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Wed, 26 Jun 2013 16:09:58 +0000</pubDate>
				<category><![CDATA[3x3]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Game development]]></category>
		<category><![CDATA[Indie Game]]></category>
		<category><![CDATA[Unity 3d]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=328</guid>

					<description><![CDATA[After feedback from a few testers, thanks to them all, I have made some changes to the game. I have opened the sides of the tunnel and added some stars....]]></description>
										<content:encoded><![CDATA[<p>After feedback from a few testers, thanks to them all, I have made some changes to the game.</p>
<ul>
<li><span style="line-height: 1.5;">I have opened the sides of the tunnel and added some stars to get away from the very claustrophobic feel.</span></li>
<li><span style="line-height: 1.5;">I added a single power up in form of the ability to remove an entire wall. The power ups spawn every 10 to 20 seconds and they stack.</span></li>
<li><span style="line-height: 1.5;">The biggest change is the textures of the boxes. I really spend a lot of time trying different textures, shapes and colors, still I&#8217;m not 100% satisfied, but I think it&#8217;s better than before.</span></li>
</ul>
<p><span style="line-height: 1.5;">If anyone would like to do some textures for the game, feel free to contact me, I&#8217;m sure you could do better than what I ended up with <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></span></p>
<p style="text-align: center;"><a href="https://incd021.com/wp-content/uploads/2013/06/3x3v010UnityScreenshot.png"><img loading="lazy" decoding="async" class="aligncenter" alt="3x3 ver. 10 Unity Screenshot" src="https://incd021.com/wp-content/uploads/2013/06/3x3v010UnityScreenshot-300x170.png" width="300" height="170" /></a></p>
<p>One thing suggested that I would have liked to include, was an idea to have the tunnel twist and turn. But as this was never the intention, the code would have to be rewritten from the ground up. So this will, if ever, have to wait to future project.</p>
<p><a href="https://incd021.com/Games_POC/3x3v010.html">Play version 10</a>. Enjoy and please send feedback.</p>
<p>&#8211; Henning<span style="line-height: 1.5;"><br />
</span></p>
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		<title>3×3 Version 8 &#8211; Now in Beta</title>
		<link>https://incd021.com/2013/06/20/3x3-version-8-now-in-beta/</link>
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		<dc:creator><![CDATA[INC $D021]]></dc:creator>
		<pubDate>Thu, 20 Jun 2013 14:15:59 +0000</pubDate>
				<category><![CDATA[3x3]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Unity]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Game development]]></category>
		<category><![CDATA[Indie Game]]></category>
		<guid isPermaLink="false">http://incd021.com/?p=313</guid>

					<description><![CDATA[Version 8 of 3&#215;3 ready, or should I say Beta version! 🙂 I have used the last days to add a lot of small things to the game, tweaking it,....]]></description>
										<content:encoded><![CDATA[<p><a href="https://incd021.com/Games_POC/3x3v008.html">Version 8 of 3&#215;3 ready</a>, or should I say Beta version! <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<figure id="attachment_320" aria-describedby="caption-attachment-320" style="width: 300px" class="wp-caption aligncenter"><a href="https://incd021.com/wp-content/uploads/2013/06/3x3v008-1.png"><img loading="lazy" decoding="async" class="size-medium wp-image-320" alt="3x3 version 8" src="https://incd021.com/wp-content/uploads/2013/06/3x3v008-1-300x225.png" width="300" height="225" /></a><figcaption id="caption-attachment-320" class="wp-caption-text">3&#215;3 version 8</figcaption></figure>
<p>I have used the last days to add a lot of small things to the game, tweaking it, and playing it, again and again. I also had a friend play it, a lot, to see if I missed something obvious.</p>
<p>Here&#8217;s a list of what I have done.</p>
<ul>
<li><span style="line-height: 1.5;">Added particle effect for the box explosions.</span></li>
<li><span style="line-height: 1.5;">Updated sound effects.</span></li>
<li><span style="line-height: 1.5;">Added Gui Skin</span></li>
<li><span style="line-height: 1.5;">Added Font</span></li>
<li><span style="line-height: 1.5;">Changed resolution to 1024&#215;768.</span></li>
<li><span style="line-height: 1.5;">Player control, motion can now be changed in mid move.</span></li>
<li><span style="line-height: 1.5;">Collider made smaller for when player is rotating.</span></li>
<li><span style="line-height: 1.5;">Added Crash SFX</span></li>
<li><span style="line-height: 1.5;">Updated Move class to separate horizontal and vertical movement to allow diagonal movement.</span></li>
<li><span style="line-height: 1.5;">Added 10000/15000/20000 points SFX</span></li>
<li><span style="line-height: 1.5;">Added level 10/15/20 SFX<br />
</span></li>
<li>Added Audiosource mini buffer to hold 4 audio sources.</li>
<li>Adjusted colors of boxes to make them easier to distinguish.</li>
<li>Added plane to slowly revile the boxes, and not just pop into existence in the back of the scene.</li>
<li>Updated all level and point SFX.</li>
<li>Adjusted music slowdown to 0.75 instead of 0.5 when dead.</li>
<li>Changed font to Plasmatica by Apostrophic Labs.</li>
<li>Adjusted GUI boxes to match the new font</li>
</ul>
<p><span style="line-height: 1.5;">The best update, is the ability to move freely, and in all directions. I thought this would be a pain to make work as I wanted, but with a few changes to the already existing moving class, and the separation of horizontal and vertical movement, it was surprisingly easy. <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></span></p>
<p>One thing I didn&#8217;t expect to give me any problems was the colors of the boxes, but as I tried to make the colors easier  to distinguish from each other, the bigger problems I got with the lighting settings. First the scene was overlit when the boxes came close to the spot close to the player,  then under lit. Then the ambient light made everything look flat, and so on. So I ended up spending almost 3 hours adjusting colors and light settings. But I&#8217;m finally happy with the result.</p>
<p>After I added more sound effects I found that they would cut off each other, so I added a mini buffer, to hold 4 audio sources and use the first available. This gave a hole new, and more complete feel, to the game.</p>
<figure id="attachment_321" aria-describedby="caption-attachment-321" style="width: 300px" class="wp-caption aligncenter"><a href="https://incd021.com/wp-content/uploads/2013/06/3x3v008-2.png"><img loading="lazy" decoding="async" class="size-medium wp-image-321" alt="3x3 version 8 Menu" src="https://incd021.com/wp-content/uploads/2013/06/3x3v008-2-300x225.png" width="300" height="225" /></a><figcaption id="caption-attachment-321" class="wp-caption-text">3&#215;3 version 8 Menu</figcaption></figure>
<p>Hope you enjoy the game <img src="https://s.w.org/images/core/emoji/15.1.0/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /> And have time to send me some feedback.</p>
<p>&#8211; Henning</p>
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