Mocking describes a feature in programming that allows you to replace the functionality of an object with a blank version of itself or provide your own functionality in its place.
Previously we had looked into providing an abstraction layer over our character controller to allow us to build modular pieces instead of a single monolithic character controller.
You can modify the default scripts Unity generates for you when you use create new MonoBehaviors from inside the editor, generate new Tests or Shaders.
Lets take a look at building an abstraction over a character controller in our 2D platforming game. The goal of this refactoring and abstraction pattern is to improve the testability and modularity of the character controller.
Let’s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.
Coyote Time is an idea in platformers that allows the player to jump for a few frames after they have left the platform they are on.
Unity provides a series of tools for registering Debug information in our games. The most commonly used functions are the logging ones like Debug.
Continuing our development of the Sand Table prototype project we’re going to add gates. We’ll build two components for this.
Lets explore using a Texture2D as a way to represent tilemapped 2D levels. This gives us a way to easily draw levels in paint, photoshop or other image editing software and import it easily into Unity.
You can import .NET Libraries into Unity in order to expose additional functionality in your game. In this video we’re going to build a basic demonstration of this feature by creating a brand new .
You may start an Administrative Powershell from a separate shell by using the -Verb RunAs parameter like this:
Lets integrate the .NET Roslyn compiler into a Unity game so we can run basic scripts at runtime. This will allow us to write new C# code into a Unity UI object like a Text Box and then execute it.
I’ve been experimenting with embedding Roslyn (the .NET compiler) into Unity. Here is what I’ve built so far.
Gui.cs is a library put together by Miguel de Icaza that allows you to compose complex Terminal UI’s using a collection of View components such as Windows, Buttons, ListViews or Labels.
Continuing our creation of an online highscores service, today we’re building the ability to put new scores into our highscores list and also delete them.
Bash has a series of Shell Parameter Expansion features that allow you to do a number of different things when working with your shell.
Boids are a type of basic AI that can simulate the flocking movement of birds using a few simple rules:
Today I wanted to take a closer look at an older video where we built a dice roller that used Dot Products to determine which face on a dice was rolled.
You are able to modify the speed of most objects, animations and physics using a single value: Time.timeScale. Modifying this value from it’s default (1) causes the game to run slower (values less than 1) or faster (values greater than 1).
I’ve recently moved into a new space and could use some furniture to help fill the space. I’d like to create some interesting objects that can help do that and this is the start of a test project to see what we can build.