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I think it is not a programmatic problem. It is more an issue of the control itself. Because a swipe with your finger into one direction and then, a swipe to the opposite direction results in a rotation of your thumb. And while it's rotating a little bit, it is not moving and that causes the feeling of a delay. I guess this control is useless, if you need ...


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Whenever a game introduces a relatively new or relatively unique control scheme, some users are definitely going to be confused. The easiest way to retain these users is by introducing and allowing them to test out the scheme in some sort of tutorial level, which may even just be a set of controllable graphics. So I'm going to say Yes on the tutorial level.


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Set the Person1 and Person2 SKPhysicsBody a little smaller than the SKSpriteNode. Then, add your Person1 and Person2 to update loop. You can do this by subclassing both SKSpriteNodes and then setting the name property to, for example, person. Implement a method in Person1 and Person2 that looks like this: //Objective C ...


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In simple terms a common design in SpriteKit games is scenes, layers, nodes and child nodes. You might make each part into a discrete class that encapsulates all of the parts, properties and methods. For example a Background class that has layered images, particles, various properties like the speed each layer should move and public methods to start and ...


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Use BMFont to generate the font sprite atlas, and use that as an NGUI font, not a Unity font. Then you will get the exact look you want, instead of having version specific fonts. There is a tutorial here on Youtube, showing how to use BMFont and import into NGUI.


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Solved a similar issue on Android Unity 5.1.1 by removing and re-importing the actual font file into my project. Also have seen problems when using just the default Arial font face without actually importing my own font asset into the project. Do me a solid and try importing an actual Arial (or any other font for that matter) TTF or OTF into the scene and ...


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First of all yes, off course you are able to create mobile games with the Unity free engine. Otherwise it would be silly to have added a feature like that in the free version. In the past free versions there was limited access to the engine but still plenty of tools to work with and complete a game. Unity changed it's license since unity 5.0, they had too ...


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I found the issue. Though I'm still not 100% sure why this is so. But it turns out that if using GLES2 and using any post processing / screen space effects from Unity, I have to switch the Cardboard SDK's direct rendering mode off. Doing that (or alternatively not using post processing at all on the cameras) makes the game render correctly on GLES2. A ...


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https://msdn.microsoft.com/en-us/library/ff650316.aspx http://www.dotnetperls.com/singleton Hope these links help. Have you consulted the Unity website?


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Your problem is in line return enemyArray.randomElement. This sentence tries to access a property called randomElement that your enemyArray has, but you want to get the object inside enemyArray that has the randomElement position, right? Try with this: return enemyArray[randomElement] More information about arrays in swift can be found here.


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Many games are data driven, and apple is fine with you downloading data from your servers which changes the behavior of the game, adds content, etc. If you can't do with data what you need to do, you have to put out a new exe that exposes new features to data, that will let you do more without executable patching. Rinse and repeat.


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I wanted to comment in the other question but I can't. You say "big game publishers are able to do post-release DLC" but are you sure they are loading scripts? It's really a need in your game to load new scripts with new levels? Again, I'm answering as android developer.


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Reference unity asset : Easy JSON Hashtable This package is very easy and can be easily converted JSON. JSON string can be easily converted into Hashtable. Hashtable that also can be easily converted into a JSON string.



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