After watching one of the dev log videos for Limit Theory, I wanted to duplicate his screenshot functionality.
Basically after pressing the screenshot key a nicely framed window displayed the screenshot and offered "Confirm" and "Delete" buttons.
I whipped this up in my Unity 5.2 but honestly there's no reason it should't work all the way back to Unity 3D 4.6 (<- completely untested mind you).
You can download the unity package right HERE.
Here is what it looks like in action:
Package has an Instructions.txt file along with prefabs.
Do let me know if you find it useful.
Current version 1.0
Date: Sept-11-2015
Enjoy :)
Friday, September 11, 2015
Friday, April 17, 2015
Unity GitIgnore Installer
Wednesday, April 1, 2015
Rename SpriteBuilder Project
So, unless it's easy to rename an existing (like for example a nice game starter package); it will be pretty un-helpful to publish said examples.
So... off I went to discover the steps involved in the renaming process and it boiled down to TWO major steps.
STEP ONE:
1: Copy and rename the .spritebuilder file (bundle).
2: Once duplicated, rename it - make sure you conform to the standard SpriteBuilder limitations (USE NO SPACES).
4: Double-click the Xcode project to open Xcode and proceed to STEP TWO.
In our example we are going to rename "StarterGame.spritebuilder" to "AwesomeProject.spritebuilder".
STEP TWO:
1: Once open in Xcode, perform a normal rename via the "Name" field in the right column.
Afterwards I usually close and exit Xcode then open the new project in SpriteBuilder, publish and use the shortcut to open Xcode.
Enjoy
:)
So... off I went to discover the steps involved in the renaming process and it boiled down to TWO major steps.
STEP ONE:
1: Copy and rename the .spritebuilder file (bundle).
2: Once duplicated, rename it - make sure you conform to the standard SpriteBuilder limitations (USE NO SPACES).
3: Right-click and choose "Show Package Contents" to open the bundle folder. Just rename the .ccbproj file.
4: Double-click the Xcode project to open Xcode and proceed to STEP TWO.
In our example we are going to rename "StarterGame.spritebuilder" to "AwesomeProject.spritebuilder".
STEP TWO:
1: Once open in Xcode, perform a normal rename via the "Name" field in the right column.
Afterwards I usually close and exit Xcode then open the new project in SpriteBuilder, publish and use the shortcut to open Xcode.
Enjoy
:)
Thursday, March 5, 2015
Modal Alert for SpriteBuilder
I should add with blocks
This is release 0.1 and it will have several updates including text entry and sliders. Version 0.2 now offers text input along with slider value input. I updated the link to point to v0.2.
For now, grab the sample SpriteBuilder (w/Xcode) project here:
LINK
Quick screenshot:
Please see THIS forum thread for more information.
For now, grab the sample SpriteBuilder (w/Xcode) project here:
LINK
Quick screenshot:
Please see THIS forum thread for more information.
Saturday, February 14, 2015
Troubleshooting MFMailComposeViewController (iOS 8.1)
Wow, so I spent nearly the entire afternoon wild goose hunting a confirmed(1) problem with
Sorry, here's the fix:
What I found most troubling was that all my recent (64bit) updates for my Cocos2D games have a "Contact Developer" button which of course opens a new message pre-filled out and THEY ALL WORKED FINE. From a coding perspective they were all the same so if one worked and others didn't perhaps I would have rebooted the device sooner. Nope, they all worked fine but my non-Cocos2D (UIKit) app was flat-out broken.
ARG
(1)by confirmed I mean I quickly found what sounded like my exact problems on stackoverflow.com and plenty of hits via google.
seeming to just hang upon presentation; no keyboard pop-up or input but I could cancel/close just fine.MFMailComposeViewController
Sorry, here's the fix:
REBOOT THE DEVICE!
What I found most troubling was that all my recent (64bit) updates for my Cocos2D games have a "Contact Developer" button which of course opens a new message pre-filled out and THEY ALL WORKED FINE. From a coding perspective they were all the same so if one worked and others didn't perhaps I would have rebooted the device sooner. Nope, they all worked fine but my non-Cocos2D (UIKit) app was flat-out broken.
ARG
(1)by confirmed I mean I quickly found what sounded like my exact problems on stackoverflow.com and plenty of hits via google.
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