Since version 4.5, Unity has a module manager menu option, but it seemed it was not yet implemented. In 4.6 however, that module manager is used for the new GUI system. The source of the new UI is also available now and the install instructions talk about a specific folder in the unity install to copy the files to. I experimented a bit with that folder to see if Unity is also able to load my own files/modules. The answer to that is YES.
I was kinda bored over the weekend, so I made this simple infinite terrain car “simulation” prototype. It uses wheelcolliders for the wheels and generates meshes and colliders at runtime to create an infinite terrain.
A while back I created this 2d tilemap shader and now Igor has sent me an improved version that looks great. Here is the email he sent me:
I found your tilemap shader post extremely helpful- it got me well on my way developing the terrain of a game I’m working on. Having spent a few days extending and refining the system, I thought I’d send it back to you, in case you wanted to add it to the post for any other folks stumbling upon your blog.
Basically, the new shader supports arbitrarily sized maps, layered tiles, and uses Warcraft 3-formatted tilesets.
It also fixes the tile bleeding issue in the original (it was related to precision loss in the pixel color component).
Again, kudos for the original idea.
And here is the updated package that was attached to it: multilayer_tiles.unitypackage
Thanks again, Igor for sending me this updated version.
The last few days I’ve been working on an in-game console. Because I was testing the multiplayer capabilties of Unity and couldn’t be bothered to make 2 separate projects for the client and server to test it, I needed a simple console that would allow me to easily check the errors, warnings and logs that occurred during runtime. And then it got a bit of feature creep that turned it into a full blown console with support for custom commands and scene queries. It also is able to call any method on components in the scene.
I have just submitted a new version of EasyAchievements to the asset store. The new version has a few bugs fixed and also has some extra features.
- Fixed corruption of window when code got recompiled
- Achievements can now be organized in categories
- Window usability improved by allowing the resize of the left side
EasyDialogue has been updated to version 1.1.
It now supports import and export support for xml. This will allow more rapid translations by non unity users.
See the EasyDialogue page for more details or check out the asset store page.
Easy achievements has just been submitted to the Unity Asset Store. It should be available soon.
Easy achievements is an extension to the unity editor that allows for rapid creation and easy use of achievements within your existing application.
For more information see this page.
A question came up in the #unity irc channel on freenode.net, about how the world was done in Animal Crossing. I made a small demo that uses a custom shader to get a similar effect.
Here is a simple demo of the effect: WebPlayer (move with the w/s keys)
And here is the unitypackage containing the shader and a sample scene: UnityPackage