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August 27, 2018

My limited tests show that Dictionary is faster than `SortedList`. The latter uses `Array.BinarySearch` to find entries. I have read other performance tests that report binary searches to be faster for small numbers of keys. I checked this on my MacBook Pro - and the D...

May 6, 2018

When do we use a CustomAsset/ScriptableObject and when a Monobehaviour? Simply put, Monobehaviours in scenes are independent of each other. Scriptable objects are singletons. Each asset, referenced by name and class, is unique in the project. Any code that has access t...

May 3, 2018

Playing one from a selection of audio clips has been a well-used proof of concept for ScriptableObject. Because custom assets, sets and some other toys from the Askowl-CustomAssets package, make the implementation even simpler, I am displaying the source here. It is al...

April 27, 2018

Static variables are not evil, just inflexible. Singleton MonoBehaviour instances are not corrupt either. However, both encourage tight coupling between interested parties.

And now for a bit of mild blasphemy. Assets created from scriptable objects, and hence custom ass...

April 20, 2018

Every time I see a new article on ScriptedObject uses I take some on board. I implement something using the further information then move on (or back to where I once belonged).

I have just watched the video from Ryan Hipple (here).Ryan Hipple (here). I started implement...

April 12, 2018

Don't get me wrong - I love the support Unity gives. Now for the 'but'. Unity3D treats C# as a scripting language and ties everything together in the Unity editor. Great for design, development and teams with different specialisation, but a bit of a problem tracing whe...

April 9, 2018

Release, Integration and Unit testing still have a way to go before they become firm friends with Unity3D.

This blog is about folders. It is not a good idea having test code or assets embedded in your production release. Apart from app bloat, there is a real possibility...

February 20, 2018

So, I have released a couple of games. How to get them known. They don't have anything unique enough to attract interest. And some of the reskins I have bought to be part of DDL are hardly reskinned at all with just a change in the colour of the main character.

So, one...

November 17, 2017

So, I take a game that has been running successfully on iOS for months and recompiled for Android. It should have been easy. Famous last words. After solving the coding issues, I can build and run Goblin Defence. Fantastic, time to upload. Oops, it is over the 100Mb li...

November 15, 2017

Goblin Defence is the largest Unity3D game I have ported from iOS to Android so far. When I tried to build I received the following error:

Dex limit error: Too many field references: 67000; max is 65536

Good old Google helped me find three options:

  1. Delete unnecessary...

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