If you have a problem, if no one else can help, and if you can find them, maybe you can hire… The Demo-Team! (cue 80’s awesomeness)
Well ok, we’re not really for hire, we’re actually pretty easy to find, and we’re definitely here to help you make better games with Unity. As the Unity community grows the spectrum of users has widened from the classic bedroom developer up to the large established game studio. Unity’s core philosophy has always been to empower any sized team to make their ideas a reality with an easy to use and powerful tool. Creating top notch documentation, tutorials, and examples goes hand in hand with this philosophy. It facilitates new and veteran users alike to come to grips with new features in Unity as well as how fundamental game concepts are done the “Unity way”.
The relatively new platform of Unity for iPhone has brought a ton of new users to the community and with it a lot of questions about how to develop for this platform effectively. Therefore the first round of demos and tutorials we’ll be doing will be solely focused on getting people up to speed with Unity iPhone. The first one we’re doing is a 3rd person platformer which will teach several techniques for how to control a character as well as the camera. Based upon requests on the forum these will be:
• Touch on the screen to move character to that position in world space.
• “Dual Analog” controls for movement and camera orbit.
• “Single Stick” controls with auto-camera orientation and pinch for zoom in/out.
As you can see from the screenshot we’re also going to be talking about optimizations for the iPhone including draw calls, lighting, character rigging, and colliders. Hopefully these tutorials will be useful to both artists and coders.
The newly formed Demo Team consists of myself (artist), Amir Ebrahimi (programmer), Charles Hinshaw (designer/writer), and Jeff Aydelotte (programmer/technical artist). I can’t speak for my teammates, but I’m always open to hearing suggestions from the community about what you’d like to see from us in the future. We’re here to get you up to speed making the best games you can so feedback about what you think is important is very valuable to us.
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