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Intermediate Advanced Mercurial tips: Game Development perspective

Posted by SirGru on Aug 12, 2016.


There are many resources online about working with Source Control and Mercurial, but few focus on more intermediate tips and working teaching good practices and shortcuts. This is my comprehensive tutorial giving you all my best tips and tricks when working with Hg, with some focus on game development environment.


Making Unity's WWW class work in Editor scripts

Posted by SirGru on Aug 08, 2016.


This article shows you how to use Unity's WWW class in your editor scripts.


Tips for publishing on Unity Asset Store

Posted by SirGru on Apr 18, 2016.


There are thousands of Unity extensions on Unity Asset Store. After you submit your creation, it takes quite a bit of time before it gets verified by Unity team. For timely delivery on this competitive market it is crucial to get it right the first time.


Dialogical is now on Unity Asset Store

Posted by SirGru on Apr 18, 2016.


Dialogical is now on Asset Store. Create and manage any kind of dialogue without bloat! http://u3d.as/kY0 This article gives you 3 tips to get published and save time.


Avoiding Memory allocation for strings

Posted by SirGru on Mar 07, 2016.


Demonstration of a pattern for avoiding memory allocation in string arrays. Useful for health bars, damage displays on screen.


How to set up Source Tree with Code Compare and Unity Yaml

Posted by SirGru on Nov 25, 2015.


Today’s article is going to be about a complicated topic that often gets overlooked in Game Development: Source Control. We will focus on my favorite tools: Unity Engine, Mercurial (Distributed Version Control System), SourceTree (as GUI for Mercurial) and CodeCompare (as external tool to merge files). Some of these combinations are not really well documented, so rather than rehashing documentation on my blog I will post my solution which I believe is optimal and unique.










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