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2

You can see what's in an apk file by renaming it with a .zip extension and using the usual tools to look inside it. That way, you can see the size of everything included in your build.


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System.currentTimeMillis() should be changed to System.nanoTime() / 1000000; currentTimeMillis has an issue in it that sometimes comes back with a weird number and in games causes twitching in animations and graphics


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Bug reported: Unity does not appear to generate UI elements upon Start. User input, or possibly some arbitrary amount of time in necessary until the application/game will generate the UI elements. I made my app wait to generate the buttons until I hit a button and it worked as intended. I suspect generating the UI from the Update() func would work ...


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The issue was the drawing order. If I draw the money and then the ship it respect the alpha.


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I think you want eyeY = -10, upX = 0, and upZ = 1. The other values can stay. Your given and desired points suggest you want to rotate the camera position and its up vector about an axis parallel to (1, 0, 1) by angle PI. Doing that would yield the values I listed above. Can you explain why this is happening? It looks like you are getting ...


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You can try calculating the surface normal using central finite differencing, and then colliding with a locally linear plane at the collision point. Vector2 GetNormal(Grid grid, int x, int y) { float dx = grid[x + 1, y] - grid[x - 1, y]; float dy = grid[x, y + 1] - grid[x, y - 1]; return Vector2(dx * 0.5f, dy * 0.5f); } When your grid is ...


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Here is an official Spine 2D example where they load Spineboy into a game. https://github.com/EsotericSoftware/spine-superspineboy The following 3 lines are used to read a texture atlas and skeleton data as well as making some animation state data. TextureAtlas playerAtlas = new TextureAtlas(Gdx.files.internal("spineboy/spineboy.atlas")); SkeletonJson ...


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It's slow because you're sending a drawcall for every polygon. And each drawcall means communication with the drivers and the GPU, which is slow (I don't know exactly how it is the OpenGL ES. But on Desktops your target is to minimize the amount of drawcalls). And that is, where vbo's come in. A Vbo stores all the vertices of an object in a buffer. If you ...


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It sounds like you are talking about what is required to deploy to test devices. Luckily, it is significantly easier on Android than it is on iOS. Your tester will have to enable the installation of non-market on their Android device, after which they can just click on a link for an APK and download/install it through their phone's browser. To enable ...


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Well, here is the minimum you need: You have to install android sdk and set path to it in Unity preferences You have to switch target platform to android and set settings you need in Player Settings (like supported android versions etc.) Click "build" in Build Settings - if everything is fine you'll get an .apk file that you can send to your friend But ...



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