Intro To Unity ECS

Unity’s ECS architecture is nearing its official release, and I am getting more and more excited for it. After a brief introduction, we’ll spend some time digging in and experimenting. By the end you should have an elementary grasp of Entities, Components and Systems within this new architecture.

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SpriteKit Tile Maps Intro

A lot of sprite games include tiled backgrounds. Tile Maps are a special tool which allow the creation of these backgrounds without needing large arrays of nodes, which could otherwise potentially cripple your game’s performance. This post will provide a quick overview for tile maps and features including: tile animations, tile variations, 8-Way Adjacency Groups, Custom Adjacency Groups, and a Tile Definition’s User Data.

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SpriteKit Recipe – Custom Scale Mode

One of the first learning hurdles encountered with SpriteKit comes when determining how to get the contents from a scene to display as expected on various devices, each with their own resolution and aspect ratios. We will review a scene’s scaleMode property as a built-in solution that may work for some projects. Then, we will build a custom solution to overcome the limitiations we were otherwise stuck with.

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Accessibility For Blind Users

I have recently been tasked with the implementation of accessibility related to blindness on a few different iOS projects. There is a lot of documentation on this already, but finding it all in one place and getting a “quick” overview of the basic idea were a bit harder to find. Following are the notes I made for myself as well as some tips and gotchas that others might benefit from.

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Tile Mapper

There are a ton of resources available that show the end result of tile-based games. Fans, hobbyists etc, painstakingly capture entire dungeons, shops, towns and world maps etc. from their favorite games. The TileMapper project is a tool created using Unity which allows you to easily extract the unique tiles from a tile map (for educational purposes of course). It has a variety of features to make this process easy and even includes a feature to help you recreate the map using the newly captured tiles.

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Using Git with Unity

In the last post, I introduced the concept of Source Control and introduced several options available to you. In this post I want to focus on just one option and show some sample workflow of it’s use with Unity. We will create a new Unity project and configure it for versioning, initialize a local repository, make some commits, branches, and merges, as well as discuss some patterns of source control you should consider using. Continue reading