Why is my console output with Debug.Log only shown once in Unity?

Oh boy… I’m just writing this short post to save others from this stupid bug hunt that I’ve been doing for the last 45 minutes. I was wondering why my simple code phrase “Debug.Log(Input.GetMouseButtonDown(0));” printed the message to the console only once every application start. I double checked the colliders, restarted Unity several times and […]

Debugging Unity projects in VSCode – 1 minute setup

After publishing my last post about how to use Microsoft’s Visual Studio Code (VSCode) as an replacement IDE for Unity development I’ve received some questions on how to setup debugging in VSCode. So… this article is about  setting up VSCode debugging with Unity. Setting it up – Step 1 of 1 (yes, it’s easy) After […]

VSCode as an alternative to MonoDevelop for Unity

Ever since I can remember Unity comes with a tweaked version of MonoDevelop to help you produce your code magic and it’s truely not satisfying to work with. But there is an alternative named VSCode that is working on Windows & Mac alike. And you are about to read about it right now. Update 03/26/2016: […]

Better Getters & Setters with observers in Swift

Create Getters & Setters Better Getters & Setters with observers in Swift… Wow, try to say this three times fast without twisting your tongue. Ok, whatever. Using Getter/Setter methods in Swift is pretty straight forward and looks familiar for if you have experience in other languages like Java, C# or ActionScript etc. But an interesting […]

Pooling Part 2

Pooling Part 2: How to use the pool (incl. Demo project)

In the first part  of the pooling series I explained why you should use pooling and did a simple implementation of a pool class using a stack. In this post I’m going to show you an example how to use the prior work in your project. For this we create a scene with an endless amount […]

Pooling Part 1

Pooling Part 1: Optimize your game’s performance

Why pool? Creating and destroying GameObjects costs memory & processor power. If the GC kicks in to clear unused objects from memory your application might stutter a moment. To avoid these hiccups you can use a technique called Pooling. The idea The idea behind pooling is to create a bunch of objects (e.g. GameObjects) at application start or after a […]

Unity + Leap Motion: 3D-Pad prototype

Hey, I’m currently trying to get into this Leap Motion stuff using their Unity SDK. To make my start less difficult I made my first project on some kind of D-Pad in 3D using XYZ axis. For this demo I use only the position of my palm relative to my “initial position”. My app currently stores the “initial position” […]

Render screen to texture in Unity (without Pro)

If you own a Unity Pro license you are able to draw the screen content to a texture by using a RenderTexture. An alternativ way for Unity Free users is the usage of Texture2D.ReadPixels. It can be used to capture the whole screen of the application or just a smaller part of it. In this […]

Duplicate & Delete lines in MonoDevelop

While I was working with FlashDevelop I used the duplicate & delete line shortcuts a lot. Since I’ve been working with Unity3D/MonoDevelop I missed that, thought there is no way to do so. But… there is. And it’s even cooler. 🙂 If you have no text selected in MonoDevelop the copy, paste & cut shortcuts are […]

How to pass data between scenes – Static variables

If your game passes the early prototype phase where you just use one scene and build the basic game mechanics, you might come to the point where you start building some test levels to check out some ideas and want to share them with friends, clients (or the world, I dunno). Let’s say you keep […]

Slow MonoDevelop on mac – How to fix it

Are you familiar with the nasty slowdowns of MonoDevelop while working with Unity3D on your mac? Just turn off the Git plugin! Can be done under: MonoDevelop-Unity->Add-In-Manager->VersionControl->Git support That’s it! 😉

How to do delayed function calls in Unity3D (one line of code)

Ok, after years of working with ActionScript 3 I got used to use Greensocks superb tweening library “TweenMax” a lot. In my opinion one of the most useful functions is the “delayedCall” method which lets me execute code with some delay (who would have guessed it). TweenMax (AS3): TweenMax.delayedCall(2, launchRocket); Invoke (C#): I was looking […]