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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...

March 28, 2018

Developers hate documentation. They hate writing it, and they hate reading it. Good code is self-documenting - right? Well, yes - to a certain degree. The trick is not what you know, but what you know exists.

I have always loved factoring my common code out into librari...

March 13, 2018

I have got stuck on Askowl-Adze. Most Unity3d applications and libraries are from within the editor. Not so for advertising networks. For obvious reasons, they are platform specific. You can't even be sure they will work on an emulator. Developing Askowl-Adze presents...

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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My limited tests show that Dictionary is faster than `SortedList`. The latter uses `Array.BinarySearch` to find entries. I have read other performance...

How are C# Dictionaries so Fast?

August 27, 2018

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April 12, 2018

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