Developing an iOS application is full of small bits of repetitive tasks. When you develop User Interface in code, you must create and handle constraints in code. Depending on what you have to do this could become extremely repetitive and complicated. You can write each constraint yourself, but this gets […]
Sharpening My Tool Part 1
I’ve been working on a full fledged pdf reader application for iOS. During the process of developing for this I have wanted to use Icons from Font Awesome; as buttons in the app. Apple’s iOS doesn’t like SVG files or the font awesome font files, to work around this I’ve […]
Unity Mesh Modification
As part of the technical preview for a project I’m working on I have ran into an interesting problem that I’m trying to solve. In Unity when you use the OnCollisionEnter/OnCollisionExit collision handling and need the information about the mesh it is colliding with. Modifying the mesh requires knowledge of […]
Unity Custom Editor
This week I have been working on a Unity custom editor, with the goal of making meshes easier to work with. It made sense to show this editor for the MeshFilter type, since that’s the script unity uses to store the Mesh object on. Anytime the MeshFilter selected in the […]
Solution #1 Unity Mesh Walls
The solution I have chosen is as follows. Use bezier curve that has 2 control points, these are each end of the line. Then set the rotation based on the tangent at the midpoint. Code shown below.
Problem #1 Unity Mesh Walls
This is a problem I have encountered while working on my personal side project, a simulation game. Unity mesh allows developers to dynamically create meshes at runtime. Meshes take an array of Vector3s and an array of Integers to create the mesh. Vector3 is a data type that stores the […]
Polygon Generation in Unity
Dynamic generation of polygonal 2d meshes is a useful stepping stone to more dynamic shapes. Unity Mesh object can be broken down into two major components, an array of Vector3s and an array of integers. The simplest polygons have equal angles and side lengths, this is an easy calculation to […]