After finishing the FPS zombie shooter project (Zombie Progression Report: Enemy Prototype and new Player Character Unity 3D), the next project for the GameDevHQ program is a little different this time.
This time around, we will be focusing on developing mobile applications.
The first project in this new journey is…
One of the best ways that increases player immersion in the game is a Camera Shake.
Camera shakes are especially useful for explosions, when player takes damage, or for collectibles.
If you are not using Cinemachine, here is a simple way to do it.
Start by creating a C# script call it CameraShake (or whatever you want) and attach it to your main camera.
//This script will only hold the function that you are going to call when needed from other scripts// Create an IEnumerator that takes two variables
// A variable to control the duration of the shake
If you have been following along, then by now you know how to create an AWS/Amazon Web Service account, import the AWS.S3 storage service into your Unity project, initialize it, and create an identity pool in AWS. If you have not then please go ahead and read the following article first: Tip of the Day: AWS 101 for Unity.
The idea here is to convert your data into a file that you can upload to the S3 storage service. This method will allow you to take an object and convert it into a file using serialization. Which means…
Many applications these days and some games implement a static map that downloads geo-location information directly from google maps. This information is then displayed on a single image and thus the word “Static Google Maps”. In this article we will see how to get the Static Google Maps API to work and implement it in your Unity project.
As a quick overview, the way this works is by sending a URL request through unity which is an HTTP request that will return an image of the map location we are in or want.
Google Map API Key
During game development, there will surely come a time where you would need to add lots of different data to the same gameObject data. For example, let’s say you are making a card game, and you want to create 30 different cards using the same card template. It would be exhausting to create 30 different cards the same time over and over. The idle way to do so, is to create one card template, and one data container template. This is where Scriptable Objects come to play.
What Are Scriptable Objects
Scriptable Objects are basically a data container that can…
Previously in the GameDevHQ program for learning more about mobile applications in Unity, our goal was to set up an insurance company application where the user can search and create insurance cases (Mobile Apps Development in Unity Progression Report).
To achieve the above goal, it was necessary to learn more about Amazon Web Services, and particularly its S3 cloud storage, which allows us to upload case files, search for them in the cloud, and download them back to our project when needed.
A. Created the AWSS3 account
So you are making an application for your company, say an Insurance App for example, and you want the user to be able to take a picture and save it to your application.
Doing so is not an easy task and honestly not all of us might have the time to program and code a camera software.
Today, I bring you an easy solution that will automate the process for you and allow you to allocate more time and resources on your project instead.
Easy Camera Solution
AWS or Amazon Web Services are cloud-based services that give you a handful of features that you can use in Unity.
One of those features is the Amazon Simple Storage Service or AWSS3 which allows you to upload unity case files to the cloud and retrieve them later. This feature is the basis of our GameDevHQ project; you can follow it here: Mobile Apps Development in Unity Progression Report.
A. First of all you need the AWS mobile SDK for Unity. You can find it here: Set Up the AWS Mobile SDK for Unity. (AWS Documentation).
Ik Animation or Inverse Kinematics Animation is “finding a valid way of orienting the joints so that the end point lands at that position. This can be useful when you want a character to touch an object at a point selected by the user or plant its feet convincingly on an uneven surface.” (Unity Docs)
In other words, take an arm for example, it consists of a shoulder, arm, and a hand. You can animate separately using their joints. …
After implementing the new Zombie AI using a character controller(read here => Zombie Progression Report: Enemy Prototype and new Player Character), I saw that the AI was a little dumb. If there is an obstacle in front of the zombie, the zombie will not try to find a new path towards the player. Yes zombies are kind of dumb, but still this would not be fun.
As you can see, the zombie just got stuck behind the cubes and couldn’t calculate a new path towards the player.
Before going into how I solved the above problem, let me introduce you…