Creating objects & raycasting against them on awake/start
I am building a dungeon generation system, which the plan was to have each room know its exits, and check if there is room to generate the next piece before doing so. The problem I am running into is...
View ArticleWerid normal map import issue (Android)
So this is really werid. I have a bunch of normal map PNGs. They are already created by an artist (some placeholder art I snagged from Open Game Art) They work fine when when compiling for PC, but when...
View ArticleDo sprites created via 'Sprite.Create' get Cached?
I know Unity caches Resources loaded from Resources.Load() calls. Does Sprite.Create do a similar thing, or do I need to manually cache or batch sprites I've created using Sprite.Create. I am creating...
View ArticleCreating objects & raycasting against them on awake/start
I am building a dungeon generation system, which the plan was to have each room know its exits, and check if there is room to generate the next piece before doing so. The problem I am running into is...
View ArticleWerid normal map import issue (Android)
So this is really werid. I have a bunch of normal map PNGs. They are already created by an artist (some placeholder art I snagged from Open Game Art) They work fine when when compiling for PC, but when...
View ArticleDo sprites created via 'Sprite.Create' get Cached?
I know Unity caches Resources loaded from Resources.Load() calls. Does Sprite.Create do a similar thing, or do I need to manually cache or batch sprites I've created using Sprite.Create. I am creating...
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