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
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.
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


