What The Haters Are Really Saying.

In the second grade a few of us started the imaginatively named “Artists’ Club.” To be a part of the Artists’ Club you had to follow a set of rules. You couldn’t draw from reference, you had to draw from memory, and God help you if you traced; that was a lifetime ban! Some rules

Important Announcement! No-Code DLC.zip

Re: No-Code Video Game Development Using Unity and Playmaker. I recently migrated nickelcitypixels.com to a new host, new server. Unfortunately the DLC.zip that accompanies the No-Code text book didn’t transfer over. I’ve since corrected the oversight. I’m very sorry for the inconvenience, the DLC can be downloaded from: https://nickelcitypixels.com/noCodeBook/dlc.zip Thank you for your support, and

Chapter 16: The Console View

lesson 16: Console View We’ve learned that the Project View shows us everything we have available to put in game. The Scene View shows us everything we have in the current level. In this lesson we’ll learn that the Console View shows us everything we’ve screwed up. Fig. 16.1 shows the Console View. The Console

Chapter 15: Inspector View

lesson 15: Inspector View In lesson 15 we’ll inspect the Inspector View. We’ll review its primary and secondary purposes. In study of its primary function, we’ll delve into Component elements as well. Fig. 15.1 shows the Inspector View. As demonstrated previously, the Inspector View is contextual. What it displays will vary with what is selected.

Chapter 12: Hierarchy View

lesson 12: Hierarchy View In this lesson we look briefly, very briefly, at the Hierarchy View. It is essentially a list. Fig. 12.1 shows the Hierarchy View. Whereas the Project View stores everything that has the potential to be in our game, the “Hierarchy View” lists everything that is currently in our Scene (level). Newly

Chapter 10: Toolbar

lesson 10: Toolbar Though diminutive, the “Toolbar” is comprised of many commonly used tools: Transform tools and Playback buttons. In this lesson we’ll look at the functionality provided by the Toolbar and hotkey selection. We’ll learn about the “Too-Many-Dials” problem. We’ll learn how to Translate (I.e. move, position, and scale) GameObjects. We’ll learn the importance

Chapter 9: Help

lesson 9: Help In this lesson we’ll look at Help; what’s available and where to find it. Version and licensing information are available here. Help is where license management takes place. Fig. 9.1 illustrates the Help drop-down menu. Help offers informational resources but also helps you to manage your software and any additional licenses. The

Chapter 8: Windows

lesson 8: Windows In this lesson on “Windows” we’ll look at the distinction between Windows and Views. Some of Unity’s Layout configurability will be briefly revisited. Layout management will be addressed, as will be the remainder of Views. Fig. 8.1 Shows the Windows drop-down menu with the Layouts sub-menu exposed The drop-down menu “Window” is

Chapter 7: PlayMaker Menu

lesson 7: Playmaker Drop Down In this lesson we’ll look at the options presented by the PlayMaker drop-down menu. We’ll learn some important terms and manipulate the Views to create a Layout conducive to PlayMaker’s use. You’re free to create your own Layout of course, but the following is optimal for the purpose of following

Chapter 6: Component, The Verb

lesson 6: Component, The Verb . In this lesson we’re going to look at the also all-important Component. We’ll learn that they are the verbs that make GameObjects go. We’ll make one such GameObject, a Sphere, do just that. We’ll learn about Parameters and how they can be used to make things go better. .