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Paul Marsh
Paul Marsh

87 Followers

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Apr 4, 2022

Animator Controller as a Finite State Machine in Unity

Creating a Finite State Machine (FSM) for a game (or application) can start off with a simple diagram drawn on some scrap paper and implemented in Unity with a series of Switch conditions. However, that soon becomes difficult to visualise and therefore unmanageable. …

Unity

2 min read

Animator Controller as a Finite State Machine in Unity
Animator Controller as a Finite State Machine in Unity
Unity

2 min read


Nov 27, 2021

Pixel 6/Android 12, a couple of months in

A couple of months ago I’d finally lost my patience with my Nokia 9 Pureview. It was a good phone, kept up with Android releases, but the camera had become so unreliable that I had to seek a replacement. This coincided with Google releasing the Pixel 6 and 6 Pro…

Nokia Pixel 6

4 min read

Pixel 6/Android 12, a couple of months in
Pixel 6/Android 12, a couple of months in
Nokia Pixel 6

4 min read


Nov 1, 2021

Tip: Gracefully handle exceptions by introducing the same exception

When you write a reasonably large application then you will get exceptions. One source of information about these problems are diagnostic log files. However, just because you can see that an exception has been reported it is not always obvious what state the wider system was in to trigger the…

Exceptions

1 min read

Exceptions

1 min read


Jul 9, 2021

You’re missing the point — QA, Testing and Agile

Terminology, and more specifically labels, are a real problem. The problem is that what they actually mean often becomes distorted over time. I recently read a whole thread on the word “decimate”; What it commonly means — kill, destroy, or remove a large proportion of. What it actually means —…

Agile

5 min read

You’re missing the point — QA, Testing and Agile
You’re missing the point — QA, Testing and Agile
Agile

5 min read


Jun 25, 2021

MLAPI Network Variables and object lifetime

The core design decision when using MLAPI is who has the responsibility for updating the data, is it the Server or the Client? …

Unity

3 min read

MLAPI Network Variables and object lifetime
MLAPI Network Variables and object lifetime
Unity

3 min read


Jun 21, 2021

MRTK — No Controllers in the Tutorial?

Today I was following the basic setup tutorial for the Mixed Reality Tool Kit (MRTK). However, I hit a problem, I didn’t see any controllers and the little ‘Hello World’ cube was just stuck on the screen.

Unity

2 min read

MRTK — No Controllers in the Tutorial?
MRTK — No Controllers in the Tutorial?
Unity

2 min read


Jun 16, 2021

MLAPI Nested Objects or Network Behaviours?

My Xevious Boss is an object with five child, or nested, objects. To convert this into an MLAPI object I added a NetworkObject to each node, i.e. one for the root Boss and one each for the nested objects. When I instantiate the boss, or in MLAPI terms Spawn the…

Unity

2 min read

MLAPI Nested Objects or Network Behaviours?
MLAPI Nested Objects or Network Behaviours?
Unity

2 min read


Jun 15, 2021

Keeping clothing separate to your model mesh with Character Creator

A typical way of creating a character for your game is to take a 3D model of a person and craft the clothing onto it. That works well. However, it can be a little expensive if you want to create variations. …

Unity

2 min read

Keeping clothing separate to your model mesh with Character Creator
Keeping clothing separate to your model mesh with Character Creator
Unity

2 min read


Jun 7, 2021

MLAPI and inactive objects

Today I was slapped in the face by MLAPI. I have been happily testing Xevious using each individual level since essentially the levels contain the different types of enemies I need to make “network-ware”. However when I tried a complete run-through of the game it did NOT work. Levels & the hierarchy I…

Unity

2 min read

MLAPI and inactive objects
MLAPI and inactive objects
Unity

2 min read


Jun 1, 2021

Sync bombs and state with MLAPI

In my previous article I wrote about synchronising the bullets. Xevious has a secondary fire, a bomb that is dropped onto a bomb target. I.e. when you drop a bomb there are two objects created, a target and a bomb. Both of these must be synced between the players. Previously…

Unity

2 min read

Unity

2 min read

Paul Marsh

Paul Marsh

87 Followers

Unity, VR, Enterprise and .Net Developer

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