This isn’t much of a how-to. I don’t know much about LED cubes, so I can’t offer help with whatever technology you may be working on. It’s more of an outline of the steps I took to get Unity to work with one of these things.
I recently spent a weekend building a 3D [...]
In MonoDevelop on Mac, I’ve noticed that the mouse cursor sometimes changes from the arrow to something else, like a vertical line, a different arrow, or similar. This seemingly happens at random, and for the longest time I didn’t know what it meant or how to change the cursor back.
Turns out this seems to [...]
Update: This add-in breaks with the new Monodevelop 4 that ships with Unity 4.3. However, Monodevelop 4 comes with a “duplicate line” function for which you can assign a shortcut in the key bindings in preferences.
This is one of those things that you don’t know you need until you have it, and the one [...]
After you’ve developed in Unity for a while, you’ll be well aware that MonoBehaviour’s Start() will be used for initialization and Update() will be called once per frame. I found that I started erasing the two comment lines that point this out from new classes, so I looked for a way to change Unity’s C# [...]
I’ve compiled a little cheatsheet containing most of the info from yesterday’s post on MonoDevelop tips and tricks. I’d still recommend reading the original article once, as it contains more detailed information, as well as a whole section on customizing the editor.
(Note: This was written in 2012 for the MonoDevelop version that came with Unity 3.5, but most tips are still applicable.)
When I learn a new platform that comes with a new IDE, new paradigms, a new API and a new programming language, the IDE is usually last on my list. Months after our first [...]
I was looking for a way to get the original width and height of a Texture2D in Unity (i.e. the size of the texture before it was potentially scaled up or down to power-of-two dimensions). By itself, Unity only exposes the width and height of images after they’ve been imported and rescaled.
The workaround I [...]
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