This article teaches you how to use Sprites or other custom 2D images with the particle emitter in Unity. I used this technique to create particle animations in my game, Puzzledorf. Whenever you do something right in the puzzle, particles explode. 1. Create your sprite and import it to Unity (look here if you haven't... Continue Reading →
I've decided to welcome tutorial requests. If there's something you'd like a tutorial on, comment here.
This article shows you how to change the screen size at run time via script, while avoiding the unexpected pitfalls that can occur, as well as other topics, such as toggling full screen and windowed modes, limiting frame rate, toggling vsync, and setting the resolution.
This is a quick guide on how to make a 2D, custom mouse cursor in Unity, from making the texture, getting it into Unity, and then actually using it in your game.
You might be familiar with how to loop over a list, but what about a list of lists? You may not even be sure how to create one. This post will cover very simply how to create, use, and loop over a list of lists.
What Is An Array Arrays are very common in game development and something I used frequently in my game Puzzledorf to store information. One example is that I store the position of every object in the puzzle below in an array, so they're useful, especially for creating an undo function. The best way to picture... Continue Reading →
You might have seen if statements with some confusing symbols: &&, || or !. These are called the logical operators, and are used to create more complicated logic within an if statement. They are: && - the Logical AND operator || - the Locical OR operator ! - the Logical NOT operator I use them frequently in Puzzledorf to check when certain things are occurring. For... Continue Reading →
This shows you how to check if any key key is being pressed on the keyboard and NOT the mouse in the correct way. There are some incorrect methods shown on the internet elsewhere.
This tutorial teaches you how to keep game objects from being destroyed when loading a new Unity scene. It will preserve them between multiple scenes.