I have made a few minor changes to my Tile material Creation Window.

  • Provided a download link to the second release of the tool.
  • Added inset field to tweak the selection rectangle by a small amount to help clip off any unwanted pixels bleeding over from adjacent tiles.
  • Fixed a small bug where selection rectangles were not being drawn exactly where they should be

I have created a tool to assit in creating materials from tiles in a tile set. See the Tile Material Creation Window page for *.unitypackage download and more information.


If you have private fields that are wrapped with a public property but you want the value of those private fields to be saved with your scene you can use the SerializeField attribute.


Did you know with the release of Unity 4 MonoBehaviours can now be inside namespaces! Finally we can better organize our codez!


Did you know you can customize the look of the mouse cursor in your game by calling Cursor.SetCursor?


This is not so much a unity specific tip but more of a C# language tip. if you are trying to port or adapt your game code from one platform to another like for example from XNA over to unity implicit operators may come in handy for automatically casting types and making you code much more readable and easier to port.

Link to MSDN Documentation here

Often times we programmers can fall into bad programming habits and we can forget or overlook language and API features that would otherwise make our lives easier. :P


I'm running out of tips from the unity docs so I will be posting small code snips that you can use

The first code snip is for object billboarding. Just drop the script onto the object and it will automatically face the camera.


You can specify the RequireComponent attribute on a class that inherits from MonoBehavior and Unity will add the specified component if it is not already present when you add the script to the game object.

[RequireComponent(typeof(RigidBody))]
public class SomeBehaviorScript : MonoBehaviour
{
}

The unity docs have a great list of recommended performance optimizations available here.


If you are generating meshes procedurally via scripting you can optimize that mesh for drawing by using MeshUtility.Optimize.


Created by: X

Just another personal website in this crazy online world

Name of author Dean Lunz (aka Created by: X)
Computer programming nerd, and tech geek.
About Me -- Resume