Here’s a quick guide on implementing double jump functionality into your character controller.

We’ve completed the basic setup for our character controller and we can move left/right and jump as needed. However, a platformer wouldn’t be complete without a double jump so here’s a quick run-through on how to set that up.


Here’s a quick guide to setting up a UI feedback element to report collectibles acquisition in your game.

Step 1: Tag your player as “Player” and your collectible as “Collectible”.

Step 2: In your player script create an int variable to track your collectibles as they are picked up:

Step 3: Create a collectibles script to handle destroying the game object when it is collected and apply it to your collectibles prefab:


In this guide I will cover some of the processes required to collect user data within an enterprise app as well as output relevant information based on the user inputs.

To create a framework for processing data on each of our UI panels, we can create an Interface (IPanel) which will contain our methods to process user info, and have each of our panels be able to inherit from this interface.

Create a new interface called IPanel by creating a new C# script and implementing the following code:

Then we can create a new script for our SearchPanel, attach it…


In this guide I’ll walk through a tutorial of creating an enterprise style app for mobile within the Unity platform.

I have a project template already set up with the assets required for our app, so I’ll cover mainly the scripting required as in most cases the art assets for an enterprise app will be provided to you. But first, a few basic tips on setting up the UI:

Step 1: Create the homepage background. Create a new UI -> Image, name it background and set the rect transform to stretch all axes, resetting positions to zero. Replace the source…


If you’ve ever played a major 3D game title it is almost certain that you have encountered some sort of loading screen either between the menu and the game first loading or even between scenes or zones of the game itself. These screens are a useful tool to inform the player that the software is working as intended while the system works in the background to collect and render all of the required assets. Without loading screens and progress bars players might be left thinking their game is broken or frozen during this process when in fact everything is working…


Our gameplay is just about wrapped up and we’re ready to implement our main menu. In this guide I’ll cover a couple cool features to add style to your menus.

Creating the Main Menu

Step 1 is to create a new scene for our main menu where we will add all of our menu assets. This game, The Great Fleece, comes packaged with a few assets for this menu so we will implement those here. Right click in the hierarchy and select UI -> Image to add a background image.

Drag your image into the Source Image field and check…


Manager classes such as a GameManager, AudioManager, or UIManager allow you to centralize the logic for game elements across your game. For example, any time you want a triggered audio clip to play you could have code to enable the audio spread out in 15 different places across your scripts. This would make it a pain to later chase down where that code resides if you need to update your clips. Instead, the best practice is to centralize logic into a Manager script so that you can easily find any code related to that function.

In this guide I’ll walk…


A Singleton is a programming pattern that allows you to access a class script without using a GetComponent reference. It is an excellent tool to use for creating Manager Classes because it makes the code contained within them easy to reference and access from anywhere. Let’s walk through creating a Singleton GameManager.

Step 1 in creating a Singleton is to create a static variable that can be used to access this class. A static variable can be accessible from any other class. …


I previously covered setting up an artificial “eyes” behavior for pathing AI characters, but we can also create this behavior for stationary objects that only have their vision moving along a track — say, a security camera for example. In this guide I’ll cover setting up that behavior.

Our stealth adventure game, The Great Fleece, has a challenge that requires our player to sneak past a pair of security cameras that are scanning the ground below. If our player gets caught in the beam it’s game over.

Because our cameras are fixed to the wall their transform position will remain…


There are a number of reasons why you might want to your AI characters to have an eyesight behavior. A common use case for this would be anytime you want the enemies in your game to be able to detect the player as it crosses in front of them. Let’s take a look at a simple way to set this up.

I’ll caveat that this method is not the most accurate representation of human eyesight, which can be done much better using raycasting for precise calculations. …

Chase Mitchell

Unity Developer from Los Angeles, CA

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