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About Liort

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  1. Liort

    Call Unity3D Methods from Java Plugins using Reflection

    What is this useful for ?   The functionality of sending a message is already there (you're just calling it using reflection). Also, how is it useful is you are hard-coding it to only call a single Unity object?
  2. Hey All ! The slides from our presentation on "Unity and WebGL" are now available here: http://bit.ly/1G8Ju5f We talked about the process of getting our game "Wonderball Heroes" to WebGL, and all the challenges, optimizations and other bugs we faced along the way. It's pretty technical, but may be really helpful for all of you planning to support this platform with Unity 5. Check it out, and feel free to comment / contact me in case you have any questions !
  3. Liort

    Auto Save for Unity

    Actually this solution can also save the project when saving the scene. I did not add that part to the code here though.
  4. Liort

    Auto Save for Unity

    Thanks hexaust. That link is actually mentioned under "Related Resources" in the bottom of the article :)
  5. Liort

    Auto Save for Unity

    I am not familiar with the issue that Unity does not properly save the scene, so my guess is that there's 50/50 chance this code will help in that case.
  6. Liort

    Auto Save for Unity

    This article was originally posted on Random Bits. Check it out for more Unity related content. What can you do when a team member suffers a recurring Unity editor crash, losing all level design work ? My answer was to write a small and helpful editor extension - auto save! (and then blog about it). TL;DR This post describes a simple solution for implementing auto save in Unity that saves the currently open scene every 5 minutes (configurable). The code is available for easy consumption in a few ways: GitHub - Also updated in case i get any feedback / future posts Gist The code is imported and works out of the box, import / paste it into your Unity project and you're good to go. Problem It started a few days ago: a member of our team started experiencing occasional Unity editor crashes a few times daily. We do not know the exact reason for crashes, but we suspect it may be related to memory issues combined with voodoo magic. No matter what the root cause was, these crashes caused real damage in lost data (game levels) which we could not afford having. In order to keep lost work to a minimum, I suggested to implement a basic auto save solution, so at least we can go back to a backup in case the editor crashes. Solution - AutoSave The solution uses pretty simple editor scripting to the rescue. The process can be described in 3 main steps: Hook a delegate to EditorApplication.update. In this method, check if the scene should be saved (if the configured time has elapsed. The default is 5 minutes). In case we need to save, generate a new unique name for the scene and save it to disk. In order to have the code up and running when you launch the editor, the class is marked with the [InitializeOnLoad] attribute and initialization is done in its static constructor. Show Me the Code This is the complete code, you can paste it into your project:using System;using System.IO;using System.Globalization;using UnityEditor;using UnityEngine; [InitializeOnLoad]public class AutoSaveScene{ private const string SAVE_FOLDER = "Editor/AutoSaves"; private static System.DateTime lastSaveTime = System.DateTime.Now; private static System.TimeSpan updateInterval; static AutoSaveScene() { EnsureAutoSavePathExists(); // Register for autosaves. // Change this number to modify the autosave interval. RegisterOnEditorUpdate(5); } public static void RegisterOnEditorUpdate(int interval) { Debug.Log ("Enabling AutoSave"); updateInterval = new TimeSpan(0, interval, 0); EditorApplication.update += OnUpdate; } /// /// Makes sure the target save path exists. /// private static void EnsureAutoSavePathExists() { var path = Path.Combine(Application.dataPath, SAVE_FOLDER); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } } /// /// Saves a copy of the currently open scene. /// private static void SaveScene() { Debug.Log("Auto saving scene: " + EditorApplication.currentScene); EnsureAutoSavePathExists(); // Get the new saved scene name. var newName = GetNewSceneName(EditorApplication.currentScene); var folder = Path.Combine("Assets", SAVE_FOLDER); EditorApplication.SaveScene(Path.Combine(folder, newName), true); EditorApplication.SaveAssets(); } /// /// Helper method that creates a new scene name. /// private static string GetNewSceneName(string originalSceneName) { var scene = Path.GetFileNameWithoutExtension(originalSceneName); return string.Format( "{0}_{1}.unity", scene, System.DateTime.Now.ToString( "yyyy-MM-dd_HH-mm-ss", CultureInfo.InvariantCulture)); } private static void OnUpdate() { if ((System.DateTime.Now - lastSaveTime) >= updateInterval) { SaveScene(); lastSaveTime = System.DateTime.Now; } }} Built In AutoSave It should be noted that apparently Unity does autosave the current scene every time you enter play mode. If this is enough for you (for example - the game crashed during play mode), a copy of the scene can be found in YourProject/Temp/__EditModeScene. Conclusion The code in this post helps ensuring no scene data is lost when experiencing editor crashes. I deliberately kept it short & simple so it can be easily "digested". Autosaving can be further visited by adding any of the following: Configuration - Allow controlling autosave (turning on/off, setting time interval) from an editor window or menu item. Capping number of autosaves - Nobody really needs 50 copies of the open scene; instead, only 1 or 2 copies can be saved and recycled on every new save. New save triggers - The current code saves every X minutes. The code can be adapted to save under different scenarios. Related Resources AutoSave (on Run) SaveScene
  7. Liort

    Reducing Unity game file size

    We also have a component that does the texture loading, and we have implemented an editor helper script that automatically replaces a sprite renderer with the new system, as needed.   Whenever we find a sprite that is too large, we can right-click it and automatically switch to the .bytes solution.   This is done by adding code similar to this:   /// <summary> /// Creates a .bytes object equivalent from a Sprite. /// </summary> [MenuItem("CONTEXT/SpriteRenderer/Create .bytes texture")] private static void CreateBytes(MenuCommand command) { var spriteRenderer = command.context as SpriteRenderer; var sprite = spriteRenderer.sprite;   if (sprite != null) { // Copy sprite to .bytes (or rename) // Add a component to this game object } }
  8. While working with Untiy, missing references can occur for many different reasons. They are simply a broken "link" between objects and can result in the game not behaving correctly or even crash. I just posted a new article on my blog on how to find missing references in Unity: http://www.tallior.com/fixing-missing-references/ Check it out and let me know if it was helpful :)
  9. Attention attention, Unity developers. I have written a short post, summarizing all of Unity's public attributes (45 in total). Check it out here to see how many you already know, and to learn about the rest: http://www.tallior.com/unity-attributes/
  10. Our game - Wonderball Heroes, has recently hit the 500K download mark on Google Play. For more info (and the download link to check out the game), see this post: http://www.tallior.com/wonderball-heroes-500k-downloads/
  11. Hello fellow devs, I have posted an article (first one in a planned series) on extending the Unity editor. The first part deals with creating menu items, and it is available here: http://www.tallior.com/2014/09/16/unity-editor-extensions-menu-items/ Check it out, and feel free to share/leave comments.
  12. This is a call to all adventure game lovers - a good friend is running a Kickstarter campaign to raise funds for a cool adventure game called Bolt Riley. Please check it out: https://www.kickstarter.com/projects/soundguy/bolt-riley-a-reggae-adventure-game-chapter-1 If you like it - pledge to make it happen
  13. For those who are working with Unity and ScriptableObjects, one concern is how to actually instantiate scriptable objects. The editor does not have any out-of-the-box option for doing so, and you have to do that manually in code for every type of object you define. I have posted a new entry on my blog, containing a generic solution for this issue - an editor extension that will allow you to easily create ScriptableObject instances of any kind directly from the editor. Please check out the post here - http://www.tallior.com/2014/08/06/unity-scriptableobject-factory/ Let me know if you find it helpful !
  14. Liort

    Introduction to Unity Test Tools

    Note that the example i gave for instantiating a MonoBehaviour derived class using its constructor is discouraged by Unity, as these are created by the engine itself. It is better off to use the "Humble Object" pattern, see this post for further details: http://blogs.unity3d.com/2014/06/03/unit-testing-part-2-unit-testing-monobehaviours/
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