Posts Tagged ‘Code’

Posts that have some sort of code.

Unity: How to create a GUI Sprite Sheet – Part 3

Click here to read Unity: How to create a GUI Sprite Sheet – Part 3

The final part of a series that explains how to create a GUI Sprite Sheet in Unity. This post will focus on explaining how the code works. For those who haven’t read the first and second parts, please do before going any further. As most post series in this website, there is a download with everything that had been explained at the end of the post.

With all images and the GUI Skin already set at the Unity Editor, now we just need some code to render the GUI on the screen. The following script correctly renders separately each element from the sprite sheet, and it’s attached to the Main Camera:


Android: changing the screen brightness

Click here to read Android: changing the screen brightness

This post will explain how to change the current system brightness with a seek bar GUI on Android devices. The code here featured only works on real devices, because it is not possible to see brightness changes on the emulator. Also, all the code explained here is available for download at the end of this post.

The first thing one must know is that Android system brightness value is applied to the screen’s backlight only when the screen turns on. This means that only after a boot up or awaking the phone from a sleeping state will make the screen as bright as the value defined by the System.SCREEN_BRIGHTNESS variable. Consequently, changing only that variable won’t be enough to preview the brightness level.


Android: Changing the animation between Activities

Click here to read Android: Changing the animation between Activities

This post features how to change Android’s default animation when switching between Activities. Before reading the rest, please know that the code that changes the standard animation be found at the API Demo that comes with the Android SDK. But since there’s a lack of proper documentation regarding this subject and it’s difficult to find a place explaining it, here is a post that helps in aiding these two problems.

So, the code to change the animation between two Activities is very simple: just call the overridePendingTransition() from the current Activity, after starting a new Intent. This method is available from Android version 2.0 (API level 5), and it takes two parameters, that are used to define the enter and exit animations of your current Activity. Here’s an example: (more…)

Using C# delegates in Unity3D scripts

Click here to read Using C# delegates in Unity3D scripts

When Unity3D 3.0 came out, it not only fixed a lot of bugs and added features, but it also upgraded the Mono version being used, including C# language features like namespace support, linq and delegates. This post is going to be about the latter, explaining what is a delegate and what benefits it could bring when using it to develop games on Unity3D.

Basically, in C#, a delegate is a reference to a method or to a group of methods that have the same signature (returns the same type and has the same parameters). A better explanation can be found at Microsoft’s MSDN C# documentation: (more…)

Game Programming Basics: Creating a FPS counter

Click here to read Game Programming Basics: Creating a FPS counter

Sometimes, while creating a game, a programmer realizes that he/she needs to make sure if some part of the code is running fast enough, before adding more things that could cause the game to slowdown. To properly measure a game’s performance, there is the need to program a FPS (frames per second) counter. As the name suggests, it will count the number of frames that where rendered at the period of one second.

This is an essential information when creating games, as it will serve as a strong indicator to measure the performance impact of a recently added element to the game.