2014-06-27

Internet Reachability Verifier for Unity

Introducing my third little thing for the Unity Asset Store:

Internet Reachability Verifier for Unity

It’s a simple thing, but there wasn’t other assets available doing exactly this. Since I needed to build something like this, I figured out I’ll polish it a bit and put to asset store as well.

So what does it do, since Unity API already has Application.internetReachability?

The Application.internetReachability has a bit misleading name – it actually tells if it is technically possible for you to try to use the network. So, on a desktop machine it will always tell you that you can. On a mobile device it’s nice for checking if you’re really offline, or if you can try to make a connection (and if it is going to use WiFi or carrier data).

However, with mobile devices, quite often you need to go through a login web page before the internet truly works. In such wireless network, any WWW request will actually give you the login page instead of the data you actually wanted. This is the situation why you want to use Internet Reachability Verifier – read more details from its own web page.

Here are also some other assets to check out:

2014-03-15

Pixel-Perfect Text with Dynamic Fonts for Unity

Here’s my second addition to the Unity Asset Store:

Pixel-Perfect Dynamic Text for Unity

Here’s a “TL;DR” description of what’s it all about:
Pixel-perfect Dynamic Fonts for Unity! Dynamic Text is a component for displaying pixel-perfect camera-facing text. Size & position are defined in world units. Sharp like built-in GUIText, but part of the scene like TextMesh.

The Pixel-Perfect Dynamic Text page linked above has lots more info which I’m not going to repeat all here. But, shortly said, the page describes some common issues when working with text, and how the Pixel-Perfect Dynamic Text asset helps to solve them. There’s also a long list of features to convince you why it’s good. However, also the few trade-offs and caveats are listed. And, there’s a bunch of questions and answers listed and the version history.

But, don’t forget to check out the interactive demo (Unity Webplayer plugin needed), or a YouTube video of the demo. If you run the web player demo, remember to try changing the size of that browser window, so you see how the Pixel-Perfect Dynamic Text adapts to the new resolution.

There’s also a “Lorem Ipsum”-demo version, which lets you try the asset freely inside Unity. But it generates the text mesh using characters from the well known text instead of your string.

Here are also some other assets to check out:

2013-12-10

Seminar Slides – Aalto Games Now! – What Is This Indie Anyhow?

Aalto Media Factory and Media Lab Helsinki have an open and free lecture series about game industry this fall and next spring – Games Now!

Yesterday the topic was “What Is This Indie Anyhow?“, with a panel discussion by Tero Virtala from RedLynx, Johannes Vuorinen from Frogmind and Jetro Lauha from Strobotnik (that’s me), moderated by Jaakko Kemppainen from Triple Sec Entertainment.

Each of us did a short presentation before the panel. My presentation contained some personal history of my work with games, as well as a few opinions what does it mean to be an “indie” game developer (and well, that you really aren’t independent of everything).

You can check a video of the panel from the Games Now! -site.

Lot of the content in my presentation was in spoken form with slides having pictures and not that many words, but in case somebody is still missing the slides, here’s links to them.

PDF slides (15 MB)
Executable Slides (Windows, 13 MB)
Executable Slides (Mac OS X, 27 MB; build removed)

Again I built my slides using Unity. If you run an executable version and press ‘P‘ key in the black “2013” slide, you can view further versions of the graphical plant like growing thing. It’s a tech teaser about what I’ve been working with lately, trying to grow it into a bit fuller concept of a product.

2013-12-09

Seminar slides in Finnish – Demoskenen rooli pelialan esiinmarssissa

Apps4Finland 2013 competition had its ending event last Tuesday (Dec 3, 2013). Part of the program was a seminar about how opening data leads to changes in approaches (Tiedon avaamisesta toimintatapojen muutokseen). I presented the keynote for the seminar with topic “Demoskenen rooli pelialan esiinmarssissa” (role of demoscene in emergence of game industry in Finland).

While most of the content was in the speech, here’s links to the supporting slides in case somebody wants them. Again, I built my slides using Unity.

PDF slides (4.5 MB)
Executable Slides (Windows, 86 MB)
Executable Slides (Mac OS X, 100 MB; build removed)

Slides contain a video (click to play) from tiny 4 kilobyte demo called Dream Creditor, created by me and Jere Sanisalo. You can check the video with audio from YouTube. Also the final slide has a 3D model from Grandma by Rustbloom.

Update: Apps4Finland posted StadiTV’s video recording of the seminar to YouTube.