This tutorial explains how to use a custom layout with a Unity generated Android application. This allows the use of Unity alongside other Android UI elements. Read more...
This tutorial explains how to setup Visual C++ Express 2010 to build OpenGL applications using the GLFW and GLEW libraries. Read more...
This Unity3D programming tutorial explains how to create a script that displays an animated ellipsis (the three dots at the end of a sentence), that can be found on a variety of loading screens. Read more...
This Android programming tutorial shows how to create a simple application that takes the value of a hexadecimal color at an EditText field and displays it as an ImageView. Read more...
This Unity programming post explains how to code a script that lists the files in a directory and a simple method to select one of the files from the list. Read more...
So, this first Unity/Android post is going to show how to create an Unity Android application that uses a custom layout which makes the Unity View to take up only part of the screen. Additionally, this post shows how to have some Android buttons underneath that View and how to make them interact with Unity. And as a simple example, those buttons will determine which direction the camera should rotate around a blue box. As usual, there’s a sample project is available at the end of the post. Here’s a GIF illustrating how the application looks and behaves:
Posted by Dimitri | Aug 26th, 2013 | Filed under Programming
This post shows how to use a custom GUISkin to style a GUI toggle. So, this tutorial is going to be a little different from the other ones featured on the website, since it will focus more on how to use the Unity3D engine itself rather than the code.
A sample project is available at the end of the post, which is the reference to all of the examples given in this tutorial.
So, in order to style a toggle, or any other Unity3D GUI element for that matter, a GUISkin file is required. This file holds all information regarding rendering a group a GUI elements (GUIStyles), such as the image to use as a background, the font to use, the color, size, alignment, just to name a few. Also, a script is necessary to read the GUISkin and apply the correct GUIStyle to a GUI element, in our case, a toggle.
This post shows how to configure Visual C++ Express 2010 with GLFW (version 3.0.1) and GLEW (version 1.9.0).
There are many tutorials on the internet that explains how to configure Visual C++ Express with those exact same libraries. However, this one focus on how to proceed with this setup while avoiding copying any of the header and library files to the Visual C++ Express installation folders, system folders or the Windows SDK folder.
To put it into a summarized manner, all you have to do is to download and install the Visual C++ Express; download and extract the GLFW and GLEW binaries; create a project; configure the project so it can locate the GLFW and GLEW header and lib files; and initialize and use both libraries in your application.
Therefore, this tutorial is divided into 8 parts: Continue reading: “OpenGL: Configuring GLFW and GLEW in Visual C++ Express”
Posted by Dimitri | Apr 21st, 2013 | Filed under Programming
This new (and brief) Unity programming post explains how to create a pair of GUI.Toggles that modifies the value of a single boolean. This means that, when one toggle is selected, the other one should be automatically set to unselected. This is best explained with an example, which can downloaded at the end of the post.
We have all seen it on loading screens of a variety of games and applications. I’m talking about animated ellipses, the animated three dots (…) on the end of a sentence which indicates that the game or software is being loaded.
This post explains how to make exactly that, an animated ellipsis in Unity. Here’s a video showing what the script on this post will do: