Unity, also referred to as Unity3D, is a cross-platform game engine with a built-in IDE developed by Unity Technologies. It is a commercial development platform for creating games, interactive 3D applications, training simulations, and medical and architectural visualizations.
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Blocking TCP Client with Threads vs. Non-Blocking TCP Client with Unitys Update
I'm not sure if this is the right subsite of stackexchange because it's not only about code review but a bit about design eihter.
I'm currently developing a network application.
I need to connect a (...
4
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1answer
75 views
A* Algorithm speed improvement
Currently I have a very general purpose A* algorithm, which I've submitted as open sourced at https://github.com/kd7uiy/AStar . I've been trying to speed it up for the last month or so, and while I'm ...
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1answer
48 views
Hotkey detection for UI elements
I have several UI elements that can be opened using hotkeys for example the settings menu's key is Escape. The problem is that I have the Keycode stored in ...
3
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3answers
102 views
Custom struct design: Range
I had a need for some inventory management in a recent project. I decided to create a custom struct for managing the concept of a number range. It allows for easy navigation of a collection.
It ...
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1answer
51 views
Updating the player statistics text
I'm developing a game in Unity 5.3.5, I have a player statistics system with 10 different stats, as in probably every game the user is able to see the points put in each stats and also the benefit ...
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2answers
110 views
Spell and cooldown system for an Unity game
So I have doubts about my code and if it is any good. I have a parent class Spell:
...
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1answer
39 views
AudioController class for managing audio in Unity games
I'm looking for a critique of this audio management system I wrote for Unity games. It references a JSON file to trigger the clips by events.
The main AudioController.cs class is pasted below. The ...
4
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1answer
82 views
Voxel Islands - Level terrain generation
In Voxel Islands, each individual voxel is represented by their own unique class. Each of those unique classes is a subclass of a parent, Voxel class:
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1answer
49 views
Player projectile shooting
I am wondering if my code is needlessly redundant. I noticed, when looking over my code, that I had a unnecessary variable and if statement. Both ...
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1answer
39 views
Unity3d class that inherits from button and add OnHold Event
I made my own class that inherits from button and has an OnHold event. It seems to work ok but I'm wondering if I can improve it or if you can spot any glaring ...
2
votes
1answer
40 views
Range class to represent limited values, like HP, Stamina and so on
I made a small script for Unity3D, meant to be use as GameComponent for GameObjects. It is supposed to represent values that have a max value, and an actual value. In games that would be the case, for ...
4
votes
1answer
94 views
How to separate data from logic when serializing types - grid tile map example
I am creating a tile based game in Unity and ran into a problem with my architecture of the Map and Tile types. The tile class contains logic like events when the tile type changes. When I tried to ...
4
votes
2answers
180 views
Voxel Islands - Dynamic mesh generation
While I can often understand the performance reasons behind using fixed-size arrays to store vertex, triangle and UV data, I've often found it annoying because it makes dynamically generating meshes ...
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votes
2answers
95 views
Obstacle-spawning and movement scripts
I have these scripts I made that work absolutely perfectly as I need them to. Is there any improvements that can be done to these scripts and make them more efficient for Mobile Platforms? Or even ...
3
votes
1answer
40 views
Unity3D DirectionalSprite
I've created a simple utility class for use in my Unity2D project, which allows a Sprite to have separate sprites for when it is facing East, North, West, or South (that's the order that z-axis ...
3
votes
2answers
182 views
Changing a sprite depending on variables
I have code here which will change a sprite depending on the variables called gunUpgrade and moveUpgrade. Any way to make the code simpler or shorter? I'm using Unity 3D.
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2
votes
1answer
301 views
Controlling a drone in Unity3D
I'm currently building a game called "Drones! Attack!", and I needed a drone controller that the player can use. It's currently very simple and only supports a small amount of actions, such as:
...
2
votes
1answer
76 views
2D Unity game using 3D objects, gather points and avoid obstacles
I've been messing around with some stuff in Unity and are now working with 5 classes in my project. As I am very new to the engine, and even C#, I believe I made a rather messy code, even though it ...
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2answers
279 views
Type-Safe Event System
I have recently started writing C# from a strong JavaScript background, and found myself wanting to do something I do all the time in JavaScript: events.
Since I have a type system at my disposal, I ...
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364 views
Observer Pattern with C# and Unity
I want to see if I used the Observer pattern correctly.
Right now I'm using a VolumeManager.cs that implements ISubject and a <...
2
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1answer
62 views
Abstract factory pattern for implementing AdNetworks on multiple platforms [closed]
Here's the link to the github project.
I want to implement abstract factory instead of adding platform-dependent compilation flags in just one file and make it ugly, hence decoupled code. Moreover, ...
2
votes
1answer
96 views
Unity3D script for controlling a character
This is a Unity3D script I wrote for my game to control a character. I don't consider myself a highly-skilled coder, so I come here to ask for suggestions. Is my code clean enough? How can I improve ...
4
votes
1answer
84 views
Method for obtaining adjacent chunk positions
I'm currently in the process of making a 2D tile based game. This game has an "infinite" world that can be traversed and modified as needed. I am creating the chunks with a mesh and I apply a texture ...
2
votes
1answer
67 views
Writing strings to the screen over time
The following methods just write strings to the screen over time to make it look like a typing effect, instead of all at once. The only difference is the argument in the ...
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3answers
186 views
Facebook helper class
This is my initial Facebook helper class. Is this code efficient or is there a way to improve this code?
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2answers
553 views
Float to Byte Array Serialization Over Network
I wrote this code for a multiplayer game I am developing to transmit floats over the network. It works, on the systems that I have tested it with. What I am worried about is the little-endian big-...
6
votes
2answers
108 views
Simulating gravitational attraction between bodies - follow up
I've decided to revisit a chunk of code I wrote a while back, and see what I could do to make some changes. As a result, I know have slow, but working piece of code which is able to simulate ...
6
votes
1answer
448 views
Unity3D native iOS plug-in to read pedometer data
I've made a plug-in for Unity3d for iOS. The plug-in's job is to get the Pedometer data from history within a specified period of time and return that to Unity for later use. I am confident in my C# ...
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2answers
83 views
Random integer range with exceptions
I have to generate a random number from a range with exceptions held in a bool array, is there a way to do it without a loop depending on probability?
There is also a potential infinite loop here if ...
8
votes
2answers
210 views
Roll-a-ball controller
I've been toying around with Unity 5 lately, and in an effort to start making an actual game, I've built a ball controller similar to the one found in the Unity tutorial Roll-a-ball.
In essence, the ...
7
votes
3answers
505 views
“Dice on a Yacht” game
I wrote a small program to address some assignment tasks related to making a game called 'Dice on a Yacht'. I sent the code to be reviewed by a company I was applying for, and I have not gotten the ...
6
votes
1answer
123 views
Do you want to be a super (voxel) hero?
I have implemented an upgrades system in my Unity3d game, and I am pretty sure that I am not doing things in an optimal way. Any advice regarding best practices would be much appreciated.
The idea is ...
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votes
2answers
306 views
Procedural World in Unity3D
The idea here is that rather than placing objects directly into the scene, these building objects are instantiated at run time and placed in the correct locations. This gives me full control over ...
6
votes
1answer
301 views
Generating 3D voxel terrain with Perlin Noise
I've created this simple 3D voxel terrain generator using Perlin Noise. I have a few concerns about it though.
Is there any way to make it more performant? It currently takes ~1.5 seconds to ...
7
votes
2answers
152 views
Finding a gameObject on a screen
I'm working on a warning system for my game. I want to display an arrow on the screen where the object is going to be coming from.
Here is an image of what I have in mind:
The object will spawn ...
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2answers
183 views
Dynamic network messaging
I'm building a client and server for a game but wanted a generic messaging system in a shared library that let me focus on application logic and was largely separate form the underlying networking I/O ...
4
votes
2answers
93 views
Player Rotation script
This is my player rotation script. I just want to make sure my naming conventions are right. If there is any way to make this code more readable I'm open to suggestions. This is also my 3rd post about ...
4
votes
2answers
94 views
Calculating which direction my enemy should face when moving
I have just implemented an algorithm which calculates the direction an enemy in my game should face when moving to a location.
This is a 2D game where characters can face in one of four directions: (...
15
votes
3answers
427 views
Simulating gravitational attraction between bodies
I'm currently working on a simple simulator in Unity3D that involves planets orbiting each other. I wrote the following C# script to do that. It uses the classic gravitational formula,
$$F=G\frac{...
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votes
1answer
117 views
Long Player movement script
All of this does just one thing. Move my player by finding the first finger that was used to touch the ship and drag it.
I have a few questions:
The first thing is I have an embedded class of ...
6
votes
1answer
242 views
Video Game AI State Change
I have here a snippet of code from a simple video game AI enemy. The basic idea behind the enemy is that he can be in one of a few states. By default he is in a patrolling state, where he moves ...
3
votes
1answer
68 views
Object pooling for a top down shooting game - Revision #1
After the advise from this code review I have come up with the following changes. I'll go in the same order as my previous post. This post is mainly for an updated version so that others can see the ...
4
votes
1answer
285 views
Object pooling for a top down shooting game
I have an Asteroids clone I'm working on and I want to see if my object pooling is written correctly. The code works I just want to know if there is anything else I need to change to make it more ...
4
votes
3answers
146 views
Generating Heighway dragons in Unity C#
I'm basically looking for a general critique. I'm just starting out and would like to know if I should have done anything differently to make it faster or to make it much more readable. I don't know ...
3
votes
1answer
80 views
Manual slide-in animation using delta time
I created a simple slide-in animation for my game. The box is shown at the bottom with character dialog.
The animation is as follows:
A square slides in from the left, then waits a bit, then expands ...
8
votes
2answers
248 views
Is my implementation of FizzBuzz overkill?
I am doing FizzBuzz on a take home test (in Unity). I am sure this is just a competency check, but I went ahead and followed some coding conventions such as using constant fields, dependency ...
5
votes
2answers
70 views
Method that renders all existing drawn lines on the view
I have several tabbed views with a Unity scene in them. What I do between scene is hide the elements in that scene, then render them if the right view is shown.
The method below is the method that ...
5
votes
2answers
454 views
Calling a method to draw parallel lines
This question is a followup to the last one.
I followed RobH's advice and his edge case bug found in my code with this solution:
...
4
votes
1answer
634 views
Number Wizard game
This is a number guesser that guesses a random number between the values that you set. The user has to use the up or down arrow keys to say if the number that they thought of between the number ...