When objects are repeatedly instantiated and destroyed you will likely notice the occasional performance spike during garbage collection which can take several seconds before the frame rate smoothens again. This is very common when firing projectiles and creating explosions, but will also occur when painting and erasing tiles with associated game objects at runtime.
Instead of trashing unwanted objects it is better to recycle them so that they can be reused over and over again. This technique is usually referred to as pooling. Essentially unwanted objects are placed into a pool until they are needed once again; new instances only need to be created when the pool is empty. Continue reading
A massive update of Rotorz Tile System is now available from the Unity asset store.
After much consideration it was decided that this version should be unpacked alongside any previous version. An upgrade wizard has been included to help users upgrade their existing brushes and tile systems. Please refer to the included migration guide for further information (or download here).
It is exciting to see how much this extension has grown since it was first released nine months ago. We would like to take the opportunity to thank all of our customers for all their feedback and feature suggestions! Continue reading
It is always important to backup your files before importing or updating any assets from the asset store. Likewise it is also important to backup your files before updating your projects between different versions of Unity.
Rotorz Tile System v1.1.3 has just been submitted for approval by the asset store team and will be available for download shortly. This new version is almost identical to v1.1.2 except that it a) works with Unity 4 and b) has a different brush creation window.
- Unity 3.5.x users will be able to upgrade to v1.1.3 or directly to v2.0.0 (when it becomes available in the near future).
- Unity 4.x users will be able to upgrade from v1.1.3 to v2.0.0.
Please contact us if you have any questions regarding this.
It was time for a change and we hope you like it!
In addition to a fresh new design and some performance improvements we hope that our API documentation is more accessible for our fantastic Rotorz Tile System customers. The documentation is now frameless which makes it easier to use plus far more accessible via search engines like Google.
Last week a new update for our tile system extension was released to the Unity asset store. Tile systems have been restructured with tile data stored independently of painted game objects. Tiles are now placed into chunks of a user defined size which now form a fundamental aspect of the tile data structure. Chunks can be resized if needed, they can be stripped, utilised at runtime, and tile meshes can be merged on a per chunk basis. Continue reading
The latest release of our tile system now includes support for automatically generating 2D tile brushes from the texture atlas of a tile set. Those who have already purchased the tile system can retrieve the latest update via the “Asset Store” window in the Unity editor.
See how it works:
Click here to find out more!
Designing levels for three-dimensional games may seem complicated, especially for those who are just starting out with game development. The level of complexity will vary depending upon the type of game being created along with its graphical requirements.
Using a tile based solution can ease the process of designing levels, and is also ideal for prototyping ideas. Once a selection of brushes have been prepared, levels can be designed simply by painting.
Here are some features of our extension:
- Work with large grids (limited by capability of hardware and software)
- Intuitive user interface
- Customize the way tiles are offset, rotated and scaled
- Move, rotate and scale tiles (or an entire tile system)
- Define custom orientations and control the way in which tiles orientate
- Create new brushes by overriding properties and materials of existing brushes
- Combine marked tiles into a single mesh with automatic vertex snapping (within given threshold). Normals at tile joins can also be recalculated for smoother results.
Our extension can be used alongside other extensions so that you can take advantage of their various offerings.
Click here to find out more!
We are proud to announce the release of our first game title Munchy Bunny! which was released just in time for the Easter holiday.
In Munchy Bunny! the player guides a blue bunny through 4 levels whilst collecting eggs along the way. Each level contains a hidden golden egg which can be found to unlock an achievement, and there are other achievements to complete along the way!
We are very interested to hear from our customers and all reviews and feedback are highly valued! We plan to release additional levels if we receive enough positive feedback! So get voting!
View game in the Apple App Store…
Munchy Bunny! is powered by the Unity 3D game engine which harnesses the power of the NVIDIA PhysX physics engine.