Check out #IliosKickstarter! An indie 2D HD graphics Greek Mythological Steampunk Action Aventure Platformer Game! http://thndr.me/S3zyws
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@fredericrp
Check out #IliosKickstarter! An indie 2D HD graphics Greek Mythological Steampunk Action Aventure Platformer Game! http://thndr.me/S3zyws
Target Android, or target Ouya ?
From the previous script, handling a build for a specific platform, here's how we manage to build for a wide android audience and also build for the Ouya, which is restricted to a recent API version.
One of my friends was having a problem with transparency and tinting of 2D sprites in Unity3d, so I decided to help him out. The problem was that there did not seem to be a 2D unlit shader which had tint support built-in, or at least it was mostly confusing as to which shader he should have...
Voici les présentations du premier Unity User Group Angouleme : - Construction de niveaux : 2DToolkit par NOEGO - Génération procédurale : A Maze Kit par Equilibre Games
Build with an auto incremented app version
A very easy thing for the first post : how can you keep your app version when you're building an app ?
There's a lot of existing answers to that, from the included major/minor version kept in your favorite IDE to a shell script that do everything on its own. But I like to have everything in the same place, so the solution I like to have in a unity project is to have this information stored in the unity project.
Let's create a data file for that, right ? You could create a text file, a json or even an XML file, but I've got something even more integrated than that : a ScriptableObject.
Here's what I'm using for a simple project :
public class AppVersion : ScriptableObject { public int majorVersion = 0; public int minorVersion = 1; public string build; }
Pretty simple, but that's not enough. Here's how to create the default asset and increment major and minor version a simple way, via a new "Build" menu :
public class TargetBuildOneClick : EditorWindow { static AppVersion appVersion; static string appVersionPath = "Assets/AppVersion.asset"; [MenuItem("Build/Version/Init")] static void CreateAppVersion() { appVersion = ScriptableObject.CreateInstance(); ScriptableUtility.CreateUniqueAsset (appVersionPath, appVersion); } static void LoadAppVersion() { appVersion = AssetDatabase.LoadAssetAtPath(appVersionPath, typeof(AppVersion)) as AppVersion; if (appVersion == null) CreateAppVersion(); } // Increment minor version [MenuItem ("Build/Version/Increment minor")] static void IncrementMinor(){ if (appVersion == null) LoadAppVersion(); appVersion.minorVersion++; EditorUtility.SetDirty(appVersion); AssetDatabase.SaveAssets(); } // Increment minor version [MenuItem ("Build/Version/Increment major")] static void IncrementMajor(){ if (appVersion == null) LoadAppVersion(); appVersion.majorVersion++; EditorUtility.SetDirty(appVersion); AssetDatabase.SaveAssets(); } }
You even don't have to create it the first time : just increment a version and that's it. You could limit the access, change version and build fields from unity inspector, but that's not the purpose here.
For Unity Free users, use it in your others scripts to get the current app version so you can display it somewhere or do some stuff from it (compare to a minimum version to activate some feature for example, limit the usage in time...).
For Unity Pro users, you can use it by automatically build an app with those information, for instance, an android APK :
[MenuItem ("Build/Build Android")] static void BuildAndroid(){ string[] levels = new string[] {"Assets/Scenes/game.unity"}; // Update build automatically from current date, then save it if (appVersion == null) LoadAppVersion(); appVersion.build = string.Format("{0:yyyyMMddhhmm}", DateTime.Now); EditorUtility.SetDirty(appVersion); AssetDatabase.SaveAssets(); BuildPipeline.BuildPlayer( levels, "../build/Android/myVeryGoodGame_" + appVersion.majorVersion + "." + appVersion.minorVersion + "." + appVersion.build + ".apk", BuildTarget.Android, BuildOptions.None); }
And that's it for today !
Blog purpose
Hi everyone !
If you noticed the blog title "Today, with Unity" you already what I will talk about : Unity. I will focus on writing down some stuff that can make your life easier using Unity and post some progress on our projects too.
First post is on its way !