Blog

Stuff I did.

Improving your Build Process with Unity

Generally speaking, making a build with Unity is as easy as it gets really. Select your target platform – get some settings done depending on what you are making a build for and then press a button – done! To be completely honest with you – if you are working on a little side-project as…
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Multi-Threading in Unity

Ever since I started programming with Unity I heard a lot of people say that Unity’s biggest downside is that you can’t use multi-threading except for utilizing CoRoutines (which, by the way, aren’t exactly multi-threading anyways (I’ll get into that in a future post)!) Doing a bunch of research and actually getting some insight on…
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From being self-taught to working professionally

Many people, especially on Twitter, have asked for advice on how to become a professional game developer if you are completely self-taught. Since I am not a parrot and repeating myself gets boring I figured I’ll answer that question here once and for all. Let me first tell you my story: My name is Kristin and…
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Unity Performance Optimization

I did a lot of research on the topic of performance optimization in Unity. I recently added all of them up and compared the results to decide whether they are worth it or not. Obviously, there is no such thing as too much performance but with having clean, pretty code in the back of your…
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Unity Managed Update()

I wrote a blog entry on performance optimization before. It focused on how code optimizations can enhance your performance by about 50 percent.You can check it out here! This tech demo goes a bit deeper and to do that you’ll first have to understand what Unity does under the hood. Unity utilizes a messaging system that…
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Procedural Sky with Time of Day

This is a simple tech demo for creating a day and night cycle with adjusting sky, light, atmosphere and fog. How it works: I am starting with determing the length of the day in seconds and counting the time. The current time acts then as my evaluation point for all the settings for Sun, Light,…
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Procedural Terrain Generation

How it works: The TerrainGenerator.cs takes in values for the perlin noise which is used to calculate the entire terrain height. I then added mountains that are generated by lifting up a random point on the terrain and then looping through each of the surrounding points to adjust their height values. I am basically doing…
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Jelly Mesh Deformation

I actually thought Unity would offer a solution for soft bodies/jellies, but I was wrong about that – clearly, there are 1001 Assets for that on the Asset Store but I am not really the kind of person who just will buy-in on an easy solution – so there I went off and made my…
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PsychoMylk – Players – How to make them stay.

As a former psychology student, I’d like to share my knowledge which is applicable to game design/development. It would be a shame to waste it after all. What a game developer/publisher wants to achieve usually is a game that excites a lot of people for a longer period of time. What you want is bonding,…
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PurpleMylk/ C# Behavior Tree Library for Unity

I worked out a little library for you to easily implement Behaviour Trees into your Unity Projects. You’ll find a Link to the GitHub Repository at the very end of this page. The Library is fully commented but I decided to post the documentation and explanation of Behaviour Trees here as it might be helpful…
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