The Cat Trap Blog

A cat-alogue of experiences as a developer

Unity

Unity UI Video Tutorials

10 Nov, 2016

By Dave Ward

Surprisingly, some of the highest visited pages on this site are still the pair of Unity tutorials posted well over a year ago. They’re here if you want to go have a look through:

Unity UI Tutorial: Canvas and Scalability

Unity UI: Tips, Tricks and Time Saving Bits

To make it even simpler to digest the UI information from the tutorials, I’ve uploaded recorded versions to YouTube. My favourite to make was the “Scroll View in 60 Seconds”. Scroll views were something that kept tripping me up when I was new to the Unity 4.6+ UI system. For whatever reason, I kept forgetting how to set them up correctly. All it takes now is 60 seconds :)

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Castle Invasion, Unity

Castle Invasion Successfully Invades Steam Greenlight

18 Jul, 2016

By Dave Ward

Steam-ing Through

After two months of patiently wandering around the world of Steam Greenlight, Castle Invasion found the exit door and has been Greenlit. Hooray! A huge thanks to everyone that voted yes.

If this was a gif of what I’d caught in Pokemon GO everything would be a Pidgey

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Mouse Bounce, Programming, Unity

Useful Plugins for a Unity Mobile Game

2 Oct, 2015

By Dave Ward

Mouse Bounce is chock full of 3rd party plugins with the aim of incentivising replay, sharing scores amongst friends and monetising the game. For any mobile game it’s expected to use at least some of the following.

Leaderboards/Achievements

Android uses Google Play Game Services to store scores and give users achievements. Both will need to be set up in the developer console, sit back and let this plugin take care of the rest.

Google Play Game Services

For iOS GameCentre is already built into Unity. Lucky you.

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Castle Invasion, Unity

Creating an Enemy in Castle Invasion

11 Sep, 2015

By Dave Ward

Castle Invasion has a whole rag tag army of misfits who are trying to…you guessed it, invade your castle. This post is a short, sharp run through of how one of these enemies (a pitchfork peasant) is created in Unity 5.

Here’s an image of what we’re aiming for:

BasicEnemyReconstruction

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Programming, Unity

Clean Code and Boss Battles

14 Aug, 2015

By Dave Ward

This post is definitely one for the coders. Other professions shy away now. My aim for this post is to put forward a simple method for writing maintainable, adaptable and tidy boss fights.

Picture a boss battle and you’ll most likely have an enemy that has a limited number of offensive moves and attacks with these moves in a pre determined pattern.

Barry

Barry the boss. Nice name for a dragon.

 

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Unity

Unity UI – Tips, Tricks and Time Saving Bits

31 Jul, 2015

By Dave Ward

In the previous post I showed how to set up a canvas and anchors to make UI stretch and scale just how you want them to. There’s treasure troves of information on the basic components (button, image, text) that you’ll need to learn after that so I thought I’d just drop some hints, tips and pit falls I’ve picked up whilst using Unity UI .

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Unity

Unity UI Tutorial: Canvas and Scalability

17 Jul, 2015

By Dave Ward

Last year Unity 4.6 overhauled the engines UI system making it more capable and easier to use. UI can initially seem difficult to learn but is a breeze when you know the basics. Seems like a good excuse for some tutorials.

They see me scrolling....

Here’s what we’ll aim for in this tutorial:

  • A screen within a landscape app containing a scroll which fills as much of the screen as possible.
  • The scroll will be created with scaleability in mind to look lovely on any size screen and on devices with any aspect ratio.
  • A good understanding of the Unity UI canvas object and how we can manipulate it to help us achieve scaleability.

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