Category Archives: Programming

Automatic Thumbnail Image Generator for 3D Objects in Unity

Video games these days usually contain some form of inventory, or list of objects. Just like on Amazon, the end-user can have a better experience perusing through pictures of items rather than a list of text items. Here’s an example … Continue reading

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Unity AssetBundles

For the game that I’m currently working on, I decided to implement support for Unity’s AssetBundles. Right out of the gate, I jumped into the API and started implementing it in my game, since it seemed so straightforward. Lo and … Continue reading

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Multiplayer Network Solutions for Unity (Photon and PlayFab)

Aside from working on a side project to my side project, which I recently finished, I’ve gotten back to my original side project (my next game) and found myself researching on some tech for a large feature. Talk about “writing … Continue reading

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How to Extract Layers from a Photoshop File with ImageMagick and Python

For a project that I’m working on, I need a way to extract each layer of a Photoshop PSD file and have them written out as separate PNG image files. To do this, my first thought was to use ImageMagick. ImageMagick … Continue reading

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More Game Progress

Here’s a video of some progress on gameplay from a few weeks back. It’s gettin’ there, slowly but surely!

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Signing Into Android Google Play Game Services with Unity

Google Play Game Services Google Play’s Game Services provide mobile apps with social game elements like leaderboards, achievements, and quests, which can give more value to the players of those apps. Since I’m using Unity for my current project,  I’m using … Continue reading

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Blender Rigify Bone Selector Panel

I’ve been ramping up my animation production lately, and one of the annoyances that I’ve run across while using Blender’s Rigify armature is that it can be difficult to select some of the control bones for a few reasons. In Wireframe display mode, … Continue reading

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Building Character Customization (Part 2)

Review Welcome to the second part of my Character Customization blog post! The first part can be found here if you missed it, and it covers preparing a Blender3D file that contains a rig, several meshes weighted to that rig, and animations, … Continue reading

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Building Character Customization (Part 1)

For the past week or so, I’ve been adding more features to my asset build system on the Blender side and asset loaders on the Unity side to support character customization. What is character customization you ask? Read below! (And of course, if … Continue reading

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Importing Blender Pose Markers to Unity Animation Events

a.k.a. Blender to Unity Asset Builder (Part 2) I didn’t plan on writing a second part to the Blender to Unity Asset Builder post, but I found myself continuing work on my asset build scripts because for whatever reason, Unity … Continue reading

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