I forgot to make a post, but I released this useful editor tool for Unity a while ago, i created it to make modular level design easier.
https://www.assetstore.unity3d.com/en/#!/content/93315
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I forgot to make a post, but I released this useful editor tool for Unity a while ago, i created it to make modular level design easier.
https://www.assetstore.unity3d.com/en/#!/content/93315

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Unity WebGL and Retina Display Devices: Editor Script
Editor Script for Unity WebGL and Retina Displays #unity3d #gamedev #indiedev #gamedevelopment #coding #unitytips
So far, this little hack for Retina Display Devices is working, at least for me. However, It is quite annoying to apply it each time the project is built. So, I decided to develop a better solution to apply it without any effort.
[alert-note]Probably it is possible to use the same modified file but I decided to have some fun creating this solution. [/alert-note]
Basically, the script performs…
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Quick demo of an unity asset I’m working on! The asset’s purpose is to help with modular level building.
Stay tuned for the release announcement!
Developer,
“#UnityTip A simple helpbox can work wonders on understanding your tools. It is a good practice to add them to your custom inspectors. #gamedev #indiedev #custominspector #csharp”

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“#UnityTips With a little script like this you can group objects into a new empty GameObject by pressing CTRL + G Don't forget to put the script into a folder called Editor! #gamedev #indiedev #csharp https://t.co/YvFfsVkarH”
Unity Editor for Linux Finally Gets an Official Replacement (...in Preview)
Okay, so... I'm a die-hard Windows user. Always have been, and yet I am by no means unfamiliar with the advantages of Linux, or why people are flocking to it now more than ever. Even more so for game developers, it seems, as the Unity team recently made efforts to (finally) replace the "unofficial, experimental Unity Editor" for Linux with, well, an official version. But what does that even mean?
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Making some progress
So I was able to get one of the eyeX features done. The camera now starts to rotate when I look at the side edges of the game window. I was planning to increase the speed of the rotation because its kind of rotating at a slow rate. One new issue has come out though, when moving the user doesn’t move forward correctly after it has rotated to a new direction. I guess I am changing the transform of two different things in the player game object hierarchy.
Now that I got that out of the way I was walking around the level I noticed some sections of the levels were a bit too dark to see when looking straight into and can’t make out if I’m looking at a dark corridor or I’m facing a wall. I could either increase the ambient lighting to shine some more light in dark corners or I could add a dim point light in front of the player like some games do to shine things that are directly in front of the player. I want to latter because I do want to keep the level dark enough to surprise the player with an enemy NPC. This way I can get 1 or 2 good jump scares for the player.
The next thing I need to do now is add the enemy NPCs into the level. I’m not sure how to have them roam the level. Should they wait for the player around some corner? Should they spawn then immediately look for the player? Should they have some predetermined route like Metal Gear Solid enemy soldiers have when patrolling? I do know that one character should be running away when being looked at by the character, while the other alerted by being look by the player. We can make one enemy patrol some predetermined patrol path and get alerted to the player’s position when looked at. The other enemy NPC can, once spawned, chase the player and must be scared off by being looked at then spawn away when looked for too long. That sounds like it could work let see if it just need to add Gaze eyeX functionality and make sure I can get that to work with the canvas eyeX stuff in the way.