I'm developing an online soccer MOBA where upwards of ten players will be jockeying for a soccer ball. Keeping the game play smooth while ten different network players jockey for the ball is a challenging task.
Gamieon's Development Blog
I'm currently developing an online Soccer MOBA that uses Photon Networking. I noticed during my first network test that there was a noticeable delay between the time the master client started moving their character, and the time non-master client picked up on the movement. After repeating the test and getting the same result a few times, I decided the transform sync wasn't good enough.
This article contains a link to a Unity3D script that you can attach to a voxel object imported by PicaVoxel to generate BoxColliders for it at runtime.
I needed a quick and dirty way to combine a bunch of equal-sized images into a sprite sheet. I didn't find a third-party solution that worked out of the box so I just wrote my own.
Even if you're a one person studio, there is no excuse for releasing a game to masses of people without rigorous testing. When bugs slip through however, the least you can do is quickly look into it and let the reporting player know you're doing so. Players appreciate being listened to; and they appreciate prompt bug fixes at least as much.
One thing I really liked about developing with the Unreal Engine is that you could quickly launch multiple instances of your game for network testing with a single button press. I didn't find a way to do that with Unity so I wrote my own editor menu item that will do the same thing by building and launching one instance of the game and then starting the editor simulation.
Today I was adding In-App purchase support to my Android game using the Prime31 IAP Combo package. The game would crash on my device whenever I called IAP.init(...). Here's how I fixed it...
It wasn't until recently that I learned the value of posting animated images on Twitter when sharing progress updates of my games. They give readers a better understanding of what you're doing than text or still images, and increases their interest and engagement.
This is a short blog that describes the flipper and ball physics configuration for Hyperspace Pinball on Steam which you can download at http://store.steampowered.com/app/349020 . It was done a certain way before Unity 5; but since upgrading, I had to make a number of changes to have the game work again. Keep in mind the combination of values I use are tweaked for my specific game.
Recently I needed to remove a door from a small house mesh so that I could replace it with a standalone door object. I had a surprising amount of trouble removing the door from the original FBX mesh with the CAD tool I use, so I hacked together a Unity script that could let me do that and more.