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How to Write Gyroscope Controller with Unity3D

Posted on Jan 15, 2013 | 12 comments


Gyroscope gives developers a wide range of exciting control variations. But when it comes to its integration and implementation of camera controller, lots of strange and magic things happen. Developers have to deal with different device orientations, initial camera positions and, of course, quaternions. I’m glad to share my experience and describe how we solved these problems at Heyworks. Hopefully, this will save efforts and nerves of those, who work with gyroscope for the first time.

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Making the Quality of PVRTC Textures Higher

Posted on Nov 18, 2012 | 5 comments

PvrtcPostHeaderWhen developing mobile games many people face the need of reduction the occupied memory or the size of distributive. They are textures, which are the largest assets in most projects. 1024×1024 uncompressed texture sizes about 4 Mb generally. And usually there are more than one texture in a scene. We have to compress textures if we really want to reduce memory usage and make the loading process of the scenes much faster. We are going to use PVRTC as an example. This algorithm has its own advantages as well as disadvantages. While texture size is reduced by 8 times, terrible artifacts show up, especially in transparent textures. This post is written to help when struggling with those artifacts.

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Determining Tap Velocity on iOS and Android with Unity

Posted on Aug 13, 2012 | 0 comments

You might have already thought about developing musical instrument simulator on a mobile platform, right? If so, I’m sure you wondered how to determine a tap velocity or a force with which a note has been struck. The solution is quite easy using the built-in accelerometer and some specific calculations.

But from now on there’s no need to write your own code and spend time on debugging and adjusting algorithms. We’ve just delivered a new completed solution on the Unity Asset Store Tap Velocity Detector, check it out!

The component detects a tap velocity on iOS and Android devices using the built-in accelerometer. It provides absolutely clear and simple interface. Moreover we’ve included a nice sample into the package demonstrating how to use the component.

In case of any questions or help please do not hesitate to contact us by support@heyworks.com

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Choosing GUI framework for your Unity3D project: EZGUI vs NGUI, Part I

Posted on May 29, 2012 | 3 comments

GUIHeaderThe following post might be helpful for those standing on the crossroad which GUI framework to go with in Unity project. Among lots of more or less advanced 3rd party options there are just two which can be seriously considered: EZGUI and NGUI. I’ll clarify major differences I’ve noticed in my experience working with both of them.

EZGUI and NGUI provide great features for making in-game UI easily and efficiently. However they use different implementation approaches. EZGUI comprises lots of instruments and controls with plenty amount of settings, so you can tweak almost every parameter of any UI element. In opposite, NGUI provides lots of small components and I like its minimalism, short, clean and understandable code. Both EZGUI and NGUI target “1 draw call for UI” and they’ve got very close. Of course “one-draw call for UI” isn’t the main concern, but why not to have such a great addition to your well-structured and optimized code.

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