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Back to work

I have been away from the blog for a while, because of a condition on my right hand. Had to take a long vacations: no typing, no mouse, no gym. So, my work was seriously delayed, both my personal projects and office tasks. I'm just going back to normal, even when Im not 100% healthy, mostly because the required meds are not available and rest by itself is not enough.

So, I'm slowly putting the writing tasks back on track (and I remind you, buy my novel!), but programming will take a while. Of course, I'm still avoiding games, except for Freeciv, which I can play with my left hand. Actually, I'm still using the mouse with my left hand, it works, but can't do any precision task.

HEaled or not, I will be full operational in a couple of days. Excepting for games, which I will not touch for a while. Anyway, Mass Effect wasn't that good and I haven't missed it, not at all.


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Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:

Now select Camera and set the values to this:

For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

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TPS with free look tutorial, version 2 (and bugs)

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public class PlayerControl : MonoBehaviour {

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        if (Input.GetKeyDown (KeyCode.W)) {
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Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post. First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this forum thread.

First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…