BurgZergArcade Progress: Code Demo posted


Tut78: Extra Exercise. [Basic]

Here’s a basic exercise designed to test your understanding of functions in C#.

In Petey’s BurgZergArcade tutorial episode #78: Day Night Cycle part 7, take the if statement and turn it into a function with an appropriate call in the Start() function.

void Start() {
if(GetComponent() != null)
givesLight = true;

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"Cowboy Game" Demo 1.2

I’m using the Protopack from Frogames for my animations, since it comes with enough assets (hopefully) to get this demo up and running. It cost ~$20 from the Unity Store, but it does seem to be very nice and enough to basically get me started here. I could have made my own models but I don’t have much time left (1 week) before classes start again, so this was a good alternative.

If you use Protopack 1.3, you’ll notice that some of the animations don’t work for the upper part of the body, such as “idle”, “walk”, etc. Those are designed to be used while holding a weapon, so they are waist down animations. If you want waist-up, you have to use up_* animations, such as up_idle.

Unity Error: Argument is out of range. (Tut57-59)

During tutorial 57, if you hit tab after generating the spawn points for the Slugs, you will get an error. I looked for a way to fix it for a while, but it was covered in tutorial 58 (unknown to me at the time).

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index

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Unity Error: No 'Renderer' attached to game object.

MissingComponentException: There is no 'Renderer' attached to the "mob_Slug" game object, but a script is trying to access it.

You probably need to add a Renderer to the game object "mob_Slug". Or your script needs to check if the component is attached before using it.

From Tutorial 51: Targetting 2.0 part 1

mob_Slug1 has an animation and a mob, but not a Renderer. It’s looking for a renderer because we are changing the color, and in order to get that material you have to go to the subfolder in the mob called Sphere, which holds the texture.

selectedTarget.renderer.material.color = Color.magenta;

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Tut43: Extra exercise.

Following along with BurgZergArcade’s tutorials. As part of a series of commentary, here’s a homework assignment aimed at introductory level programmers.


Can you change your log statements in GameMaster.cs for the Spawn Point to say the following?:

Created: Player Spawn Point

Moved Player Spawn Point to (50, 5, 100)

Where “Player Spawn Point” is not a string. This should be the value that you entered in the constant! The numbers should be the x, y and z of your spawn point.

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HnS 33: Commentary

In this tutorial you are supposed to import a model as a .fbx. Firstly, you need to get the model. That’s on BurgZergArcade’s website in the Assets -> Models -> Humanoids, it’s free but I think you do have to make an account there.

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Commentary: HnS #29 Saving Character Data

On the Unity documentation page for PlayerPrefs it says:

PlayerPrefs are stored in the registry under HKCU\Software\[company name]\[product name] key

This is in your registry. So on Windows 7, go to Start -> Type regedit.
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Here’s a link to Sprite Manager 2, I haven’t tried it yet (it costs $150 so I’m going to watch videos for it before I decide).

Here are some extra GUI Skins from the Unity3D site. There is also a thread on their forum with more skins.

HnS #21: Commentary

In Unity HnS Tutorial #21 from BurgZergArcade.com, you might run into some errors like this:

NullReferenceException: Object reference not set to an instance of an object
CharcterGenerator.Start () (at Assets\Basic scirpts\PlayerScripts\Charcter Class\CharcterGenerator.cs:35)

Here’s what I did to fix it.
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