Tech Tips

this vs gameObject in Unity

A common cause of confusion is the difference between this and gameObject in Unity code. this is the current component, so for example if inside Player.cs then Destroy(this) would destroy the Player component, but not the game object in the scene of hierarchy. gameObject is the current game object. So in the example of a Player game object, with a Player.cs component script added then Destroy(gameObject) would delete the entire game object from the scene and hierarchy, not just the Player component. I hope this helps

Creating Unreal Engine UI with UMG and C++

Creating Unreal Engine UI with UMG and C++

In this post I’m going to assume you’re already familiar with the Blueprint tools for UMG (Unreals UI framework). These are definitely the best way to go about designing you interfaces. Who wants to be doing that in C++? But there are good reasons to be using C++ for the logic driving your UI: version-ability, performance or just preference. How can we seamlessly bind our clean, performant C++ to the beautiful UI design created by the editor? This post outlines the tips and tricks I’ve learnt. Basic setup The first thing I suggest you do: make a C++ parent class, it can be empty to begin with but you’ll need to derive from UUserWidget. Then we can go along and re-parent the Blueprint widget to this C++ class. If this seems familiar, good. It’s very common to setup a Blueprint child with a C++ parent. It allows us to put a designer friendly skin on a C++ core. That’s what we’re doing here after all, just as we might with an Actor or Pawn. Creating a Blueprint Widget from C++ You may not want to load you widgets from C++. This is a task commonly accomplished in the Level Blueprint. […]

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10 Ways For Quicker Animation Renders

10 Ways For Quicker Animation Renders

Waiting for Blender to render something can be a real pain and if you are doing an animation the time is only compounded! There are a number of things you can do to speed up rendering animations and we’ll go through them all in this article, they’ll apply equally to singles frame renders too. The benefits of some of the optimisations can be reduced a lot for simple scenes, I mean what’s a 2 second saving…  But wait at 30 frames per second, that’s a minute of rendering time saved for every second of final output! Savings can compound significantly when animating Save Before You Render Good advice in general! Rendering is one of the main causes of crashing in Blender, and rendering an animation only compounds that issue. Save you work before you hit the render button! Nothing worse than having to reconfigure your rendering because you forgot to save. Render Often Test your work often to make sure what you think is happening is what really is happening when it comes to your rendering. Contrary to the time saving advice below, do render at final resolutionand settings occasionally too, I have had horrible artifacts appear that were masked […]

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Showing Off Your game At An Event – Student Post

Showing Off Your game At An Event – Student Post

I recently had an opportunity to showcase my game Colonial Sea Trader at the IGDA-DC District Arcade. I learned a lot from that, and want to pass on some tips to you to help you in similar events. The first question is, how can you find places to show off your game? There are a lot of opportunities out there, if you keep your eyes opened. I learned about the District Arcade from the IGDA-DC Meetup Page. Look for game developer, indie game developer, or other such meetups for your area. You can also check Facebook for related groups. Find one, find out the cost and submission requirements, ensure you can in fact support the event, and register! I suggest looking for something for your first showing that is at most a part of a day, between 2-5 hours is probably good, although it depends somewhat on the type of game you have. I was informed about a month before that I was in, and was going to be able to present my game. I was excited, but then I started thinking, I wasn’t ready. Colonial Sea Trader at that time could only be played for maybe a minute before […]

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