Summary
A simple and cheap way to draw LineRenderers and add EdgeCollider2Ds to them using the mouse (or touch if on mobile). Highly expandable and versatile gameplay mechanic.
Created for our upcoming game Hexagone
Continue readingA simple and cheap way to draw LineRenderers and add EdgeCollider2Ds to them using the mouse (or touch if on mobile). Highly expandable and versatile gameplay mechanic.
Created for our upcoming game Hexagone
Continue readingA static class that handles Breadcrumbing for easy menu stacking and navigation. Easy to call/use from any input system as well as with in-game buttons.
Full script below (Creative Commons 4.0)
Continue readingAn updated Save System for Unity using simple AES encryption/obfuscation. I had previously implemented a BinaryFormatter but that turned out to be vulnerable to Insecure Deserialisation attacks so this is the updated version.
Allows for encryption and storage of a wide array of data. So long as it can be serialised, it can be saved!
Though it’s not covered in the video, the code also contains things like a custom SetPref/GetPref system, support for multiple files with different data structures, and is just generally very cool!
A Sound Player for Unity that can be called from anywhere once placed in the scene. Especially useful for UI sounds and such, but pretty versatile beyond that as it contains settings for multiple different types of sounds (effects, dialogue, etc) and is easily expandable.
It even has some use in 3D gaming as the GetVolume aspects are still static functions. Meaning any AudioSource can modify its volume, accordingly.
Continue readingSetting up Steam integration for Unity. The video goes into the basics of creating achievements and leaderboards using the Unity Steamworks package. Also covers building/uploading to Steam via the Steamworks SDK. No paid addons used.
Continue readingThis is my attempt at a maze generator in unity, it should be viable for any tile-based game. It takes tiles (corridors or rooms) of a fixed size and builds a customisable path from start room to end room, and then adds similar paths at random points along the chain.
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