Friday, September 11, 2015

Unity 5.x Screenshot Manager

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, April 17, 2015

Unity GitIgnore Installer

I whipped up this Automator action to install a "universal"?? .gitignore file into whatever folder you need. This is usually the projects root folder.

I will LINK to this excellent write-up about how to configure Unity for git.

Here's the v0.1 DOWNLOAD.

:)

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).


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.

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
MFMailComposeViewController
seeming to just hang upon presentation; no keyboard pop-up or input but I could cancel/close just fine.

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.