Unity3D

Moving Platforms in Unity3D

This is a short example of moving platforms in Unity3D. Based on this tweet, I spent … 30 minutes? Maybe? putting it together. This writeup took longer. The approach uses two behaviour classes to achive the classical effect of moving platforms that follow some path. mark some empty GameObject as Waypoint instances give each Waypoint a next field attach a Mover instance to your platform(s) drag the platform towards the next Waypoint at a fixed rate when you’ve reached the Waypoint, continue with its next one My example;

PAL-System

Lindenmayer Systems allow one to specify a series of replacement rules for transforming strings. If the text is used as a series of drawing commands, including saving and restoring the cursor’s position, the technique can generate fairly interesting foliage. A scene graph offers the ability to save/restore by chaining segments together. I used Unity3D’s ScriptableObject to create “Languages” with replacement rules. I also created “Dictionaries” mapping symbols to segments made from GameObject prefabs.

Vive Cane

I’m still alive just … busy, not bloggy … maybe someday I’ll be more bloggy. Here’s something that kept me busy … Teleporting everywhere feels wrong, so my suggestion is to use the Vive wand like a cane. Two minutes feels a bit long, but here’s a video showing it off. More or less; when you grip the/a wand - your avatar is planting a cane in the world from which you can push yourself.

Space Ships

Awhile ago I undertook a goofy little “game-play study” with space ships. It has space ships I’m calling it Space-Ships. I wanted to see if 2D game-play (like S.P.A.Z.) could “feel” like traditional 3D. (like Freelancer) To study this I built a game-play prototype with a 2.5D chase-cam in (Unity) a 3D game engine. I used engine’s existing rigid body simulator (PhysX) to provide a limited version of physics. After constraining everything to a 2D plane and fiddling with the inertia values in various ways I was happy with the flight mechanics.

Automated Unity WebGL Deployment

I have an old Unity project that I haven’t looked at in awhile - this one. If memory serves; assembling a WebGL version is slow and boring - so I’m making my eager little Jenkins server do it. Really I’m a bit bored with sbt-launch malarkey and I wanted to see if I could get this rolling. Broadly the steps that I followed went like this; Install Unity (5.