Chicken Tic-Tac-Toe

I’m currently taking the free Harward CS50 Introduction to Computer Science course and built a chicken tic-tac-toe for the scratch assignment. Tic-Tac-Toe was one of the first things I programmed in university and is now my go-to project when trying out new programming languages and frameworks.   Team: Just me Art & Sound: Scratch library … Read more

Complicated vs. Complex

Let’s delve into the nuanced distinction between complicated and complex. While these terms might initially appear interchangeable, it’s crucial to discern their subtle differences. To establish a foundation, let’s turn to the definitions provided by the Merriam-Webster dictionary:   Complex: Composed of two or more parts Hard to separate, analyze, or solve Complicated: Consisting of … Read more

Unity: Callbacks and Multi-Threading

Even if you’re not explicitly working with multi-threading, Unity’s internal processes might be, and it’s crucial to be able to recognise a threading problem when you encounter it. Unity can execute your code on other threads and this might cause multi-threading-related issues in your code.   Unity employs multi-threading in the serialization, build process and … Read more

Unity: Scroll Rect Controller Input

Have you ever wondered why controller input isn’t supported by the scroll rect? This is a question that crosses my mind every time I work on UI with controller support. Most of the UI components don’t support controller input apart from navigation. While Unity offers a lot of default functionality, there are instances where the … Read more

Mixed Reality meets Green Screen

During a demo project at the MD.I Hub for an automotive client, I combined the Oculus Rift (VR headset) with the ZED Mini (stereo camera) to craft an immersive mixed-reality experience.   The green screen serves a crucial role in outlining the physical space where the virtual reality unfolds. This setup allows the VR user … Read more

Unity: Load Assets in Editor

Sometimes you need to load assets in the editor without the comfort of a direct reference. Assets are loaded using the AssetDatabase and it can be done by Instance ID The instance ID is visible at the top of the inspector when the inspector debug mode is active.   Beware, the instance ID  survives enter/exit … Read more

Programming Glossary

Have you ever wondered what makes code “dirty,” what refactoring entails, and why there are no silver bullets in programming? I’ve compiled a glossary with brief explanations to help you gain an overview of some of the perplexing phrases often used by programmers. If something is missing that you’d like to see explained in the … Read more

Unity: Don’t Cache in OnTrigger

In a nutshell: steer clear of OnTrigger callbacks when it comes to managing caches.   By caches, I’m referring to any collection that monitors the objects within the collider. These callbacks prove unreliable, and Unity currently has no plans to address this behaviour in the immediate future.   There’s no assurance that you’ll consistently receive … Read more

EXIT 2 – The Trial of the Griffin

A collaboration with publisher United Soft Media. Puzzle adventure for iOS, Android, and Steam, based on the award-winning EXIT – The Game® board game series.     Genre: Puzzle Platform: Android/iOS and Steam Artstil: 2D with 3D items Engine: Unity 3D Year: 2022-2023   The second digital adaptation of the series invites players to the … Read more

Unity: Better Inspector

Improving the inspector in Unity can have significant benefits for game development efficiency and workflow.   An organized and easy-to-read inspector layout can provide quick access to game objects, components, and properties, making it simpler to identify and modify different elements of the game without having to navigate a cluttered and confusing interface.   In … Read more