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Hyper-casual Game Development Platform and Prototyping Service

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Fourth version of our hyper-casual game development platform is alive! It simplifies and speeds up our game development cycle enabling us to concentrate on game core mechanics. Platform handles boring tasks like scene management, main state machine, Ads and game services integration, and it also takes care of consent dialog and management. Our hyper-casual platform forms up on Unity package that can be imported basically on any Unity3D project at almost any design stage. At the moment package supports Android development only since we have not yet done any development for iOS. Also, Admob is the only supported ad network in current version, but we are planning to add others later.  There are certain steps to be done to get hyper-casual platform to use:  Create new Unity project (or load existing one) Ensure that target platform is "Android" Import hyper-casual package Select which services you want to use: consent, ads, Google Play Game Services Set up selected services We ar

Unity3D mirror using camera and RenderTexture

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There are several ways to create mirror in Unity3D. Some of them require more scripting than others, but I will now present an easy way using just one extra camera and RenderTexture.  In this solution you will use RenderTexture on an object and place camera behind that object. This is easy option that does not require scripting. Alternatively you can use reflective shader, but it requires some more work. Seven small steps to create object with mirror RenderTexture: Create new Unity project. It is recommended to use latest LTS version (Long Term Support) Create plane object for ground and Cube for the mirror object. Scale both objects to match your needs.  Create new camera for attaching the RenderTexture. Position it inside recently created cube and adjust direction so that it is pointing out to the direction where mirror should be reflecting the image.  Create RenderTexture. Name it as you wish. No need to modify any other settings at this point.  Attach RenderTexture to the camera yo