Tag Archives: Unity

1.2.9 is out

Yup. QuadUI 1.2.9b is out. It implements a screen re-size messaging system to allow for easily constructed fluid UIs.   Enjoy.   ==

Quad UI 1.2.8b released

This has been a long time in the making, mainly due to just a complete lack of time. I’m very close to version 1.3, and a full release, now as well as an Asset Store submission. If you read the Change Logs you can see many of the roadmap features are already implemented in this release. Continue Reading

Road Map: QuadUI 1.3

As you are likely aware, the talented folks over at Unity Technologies have announced a tentative release for Unity 3.5 and a rebuilt UI framework. I for one eagerly await the day in which my own solution for more efficient UI can be put to rest. But until that day comes, I’m going to keep Continue Reading

Quad UI is Now in Public Beta

Last week I released version 1.2 of Quad UI, a Unity game engine extension which allows for the rapid development of 3D quad-based user interfaces. It was a relatively quiet release, thankfully. The reason I am thankful is mainly due to the fact that Unity 3.2 shipped that day as well, an update that broke Continue Reading

Introducing QuadUI for Unity 3

QuadUI

Back in November I released a pre-alpha feature test video of a GUI tool I was building for use inside of the Unity 3 editor. If you haven’t read about it/seen the video you can do so here. First and foremost I just wanted to say thanks for all of the encouragement both on the Continue Reading

In Development: 2D UI Tool for Unity 3

[Edit 2-2-11] This project is now dubbed QuadUI. Read more here. In the 5 Unity games I have worked on so far, there has consistently been one job that has always been, in a best-case scenario, tedious. What I am talking about is 2D UI. The current implementation in Unity (3.1) is less than efficient Continue Reading

Tutorial: Coroutines (pt. 1) – Waiting for Input.

console readout

If you’re new to Unity, you may have heard some phrases being tossed around like “coroutine” and “yield”. What is a coroutine you ask? Wait a minute, I can tell a method to pause for a frame and then continue doing whatever it was it was doing? Huh? I can specify an amount of time Continue Reading

Asset Bundles and the headache I found therein

So the last little bit I have been working on a web game that is comprised of 11 different scenes (10 levels and a main menu). To make the game extremely lite-weight on initial load we decided to bundle the music for each level and each level themselves separately. This resulted in 21 separate asset Continue Reading