Tank Dynamaze has arrived for Android TV!

You can play Tank Dynamaze on your Android TV! Get it here:

https://play.google.com/store/apps/details?id=com.plbm.dynamaze2dtv

Use either a single DPAD controller or a dual-analog setup to drive your tank through an ever-changing dark maze, looking for the elusive master enemy bunkers to destroy.

Mix it up with enemy helicopters, enemy tanks and enemy bunkers and blast your way to the best global score!

Demo Night Tonight (Meetup)

I’ll be demoing tonight at the Orange County Unity3D Meetup. Details here:

Demo night/lightning rounds and holiday gathering (Unity & IGDA)

Tuesday, Dec 18, 2018, 6:30 PM

Mobilityware
440 Exchange #100 Irvine, CA

61 Developers Attending

Happy Holidays! This next event we’re going to have a walk-around networking & demo night and some lightning rounds. Lightning rounds are five minute quick demos. We’re joining our two groups (OC Unity and IGDA OC) together for this meetup. Bring whatever you want to demo that you are working on. Be it a game, VR Experience, tool, art work, or som…

Check out this Meetup →

You can get all my games here:

Hovercraft Project including full project source

I made a little hovering project since this is a common Unity3D question.

It has both a simple cube that hovers, but also features a driveable hovercraft.

It all uses the Unity3D physics system. Click image to play it now!

http://plbm.com/hovering/index.html

And here is the full project including all source code:

https://www.bitbucket.org/kurtdekker

or

https://www.github.com/kurtdekker

Leave a comment if you have any questions!

Easy Unity3D UI connections – DATASACKS!

I wrote a little package called “Datasacks” that are basically Unity ScriptableObjects and can be plugged into various UnityEngine.UI components to ease the process of integrating with your game code.

The basic idea is that you no longer need to drag references from your scenes/prefabs into your code. Instead you drag references to these Datasacks, and then the UI components or your code interoperates directly with those Datasacks.

For efficiency these components set up a small network of bidirectional listener/observer patterns in order to make it all very slim on Unity runtime resources.

All the source is available here at:

https://www.github.com/kurtdekker

https://www.bitbucket.org/kurtdekker

There’s a little mini example game inside of it showing off a lot of the components, as outlined in the above diagram.