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9

It won't hurt performance. It might in fact be (very, very negligible) faster because you save the overhead of passing these objects to the game objects. The reason static classes are often frowned upon is that their static properties are global variables and globals cause all kinds of problems architecture-wise. For example, when you ever decide you might ...


3

Unity remote sends a compressed stream from the editor to your phone and then sends back the inputs from the phone to the editor. there is nothing you can do about it being bad quality. How ever this does not represent the final quality of the build. Try making a real build for android and check how it looks then.


3

If you're definitely only ever going to have one instance of these objects, and presumably you are, then this would be a better way to go. However, maybe a better solution would be to use the Singleton pattern, and (for example) create a static GetScreen() method in the Screen class that any other class can call to obtain the single instance of the Screen ...


2

As hinted at in the comments, you'll want to use a combination of Inheritance and Composition. (Inheritance being is a and Composition being has a). In your case, each Character isn't a race or a class, but instead has a race and has a class. Each race would then inherit from a base Race class, and each Class would inherit from a base Class class. An ...


2

Yes, that's the minimum size for an empty project when deployed. Mono Runtime The Mono Runtime which allows your C#, JS, Boo code to execute - basically like the .NET Framework - not a trivial piece of machinery! Unity Platform You know wherever you are using UnityEngine? That doesn't come from nowhere. All the logic and functionality of the engine (a ...


2

Look at some free android Java tutorials on youtube or read some from places like code+tuts or mybringback. Nobody is going to hand you code. Guru Raj is right, use lists because they are less of a pain to use and also fetch your words from an external csv file or so. That way you can pull your word library from wikipedia. Then you can pull random words ...


2

You can store the values in a database,It is simple if you use database like sqlite but that wont work with libgdx -android. Instead you can use gdx-sqlite gdx-sqlite is a cross-platform Libgdx extension for SQLite database handling. The extension abstracts databse handling to provide a unified method to handle database transacitons across multiple ...


1

I think you have created many jar files. Combine the two or more jar files into one and give them the same package name. If you get the jar file from Eclipse, create more classes in the same package, and call this package name into your plugin. This will be a better choice.


1

If you want to use sqlite with libGdx you can use opensource project gdx-sqlite . gdx-sqlite is a cross-platform Libgdx extension for SQLite database handling. The extension abstracts database handling to provide a unified method to handle database transacitons across multiple platforms while also adding SQLite support for desktop version of Libgdx ...


1

The nice thing about the Factory pattern is that the base class can be abstract and you can have different derived Factory classes. That means you can have an ExplosionFactory, a BulletFactory, an EnemyFactory and so on, which all inherit from the basic class GameObjectFactory. Any code which is common to all objects would be in the GameObjectFactory while ...


1

I don't know android specifically, but if you are using OpenGL ES, you can use a shader to make this work. First create a image like this in black color. Then use a color tint. Now use a fragment shader to draw this texture. The code looks like this. #ifdef GL_ES precision mediump float; #endif varying vec2 texCoords; uniform vec4 color; uniform ...



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