Game Programming

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Automatic Quality Adaption for Unity3D

While most gamers enjoy having as many options as possible to fine-tune the look and performance of the games they play, this is not always possible or advisable to do.

Especially in therapy games, where games are on one hand used by non-hardcore gamers that are oblivious to those possibilities and on the other hand are likely to be played on systems that have not been built to be used as powerful gaming machines, another solution is needed.

The following MonoBehaviour can easily be added to a project and adapts the quality of a game automatically in order to provide smooth frame rates.


Simple Version Numbering in Unity3D

Keeping track of different builds of (Unity) games can occasionally be convoluted, especially if you’re in a workflow where you also have to provide installers with your builds. With different testers potentially testing different versions, it’s easy to lose track what bug is fixed in what version or build.

Luckily, Unity3D is based on Mono (.NET), and therefore the problem can be solved by simply dropping in a new MonoBehaviour. Read on for how it works.


Re-Using Animation Curves in Unity 3D

Animation curves in the new Unity 3 can not only be used for animation, but can be directly accessed by scripts.

By defining

AnimationCurve curve;


From a Local Perspective: Placing Stuff in Unity 3D

Placing stuff in 3D space in Unity 3D is simple, right? Just use this.transform.position and you are all set – or so we have been taught in art school. Turns out there are a few pitfalls I happen to hit whenever I work with that stuff.

Reading and Writing Values of transform.position

Yes, you can access the x, y, and z-values of the transform.position. But you can not change them directly (at least in C#). You have to use a Vector3 object, as in: