Unity Tools For Visual Studio

Unleash the power of Visual Studio for your Unity projects

Continuing my trend of quick videos, I put together “Quick Guide: Unity Tools for Visual Studio” that shows how to setup an awesome plugin that will allow you to build your Unity scripts in Visual Studio. So why use Visual Studio and not the bundled IDE, MonoDevelop? While MonoDevelop is a great IDE it lacks many features that Visual Studio provides. Features like having built in source control tools that supports GIT, the amazing time saver intellisense, and of course the best debugging tools in the game. Currently Unity tools for Visual studio is available for all releases from Visual Studio 2010 all the way up to the latest preview of Visual Studio 2015. It even works for Visual Studio Community Edition, so if you don’t have a copy you can download it and start leveraging VS at no cost.

Learn from the experts

UnityLearning

Since I am talking about Unity I thought this would be a good time to tell everyone about an awesome upcoming event in the Toronto area.

Get hands-on lab time with experts from Unity and Microsoft.These experts will provide in-depth coverage on such topics as the new Unity 2D toolset, advanced Unity features and even how to port your game to the Microsoft platform. This event includes something for both beginner and expert Unity users, so come out and get hands-on learning with experts who are there to answer all of your questions. As an awesome added bonus, all developers who successfully port a game during the event will have a chance of winning great prizes like software licenses, Windows phone devices and a secret grand prize.

You can get more info and sign up here. See you there!

 

Unity porting at the speed of light

Ever wonder how long it takes to port a Unity game to the Windows Platform?

Recently I put together this short little video “Quick Guide: Porting Unity to Windows Phone” to show off how fast and easy it can be to port a simple Unity game over to Windows Phone. It’s not meant as a deep dive, but more of an overview look.  I show the simple steps to build a Visual Studio solution, make a small change to the project to display in Landscape mode and finally I show the game running in the Windows Phone Simulator. The whole video is around seven minutes long, so check it out and see for yourself how quick it can be. As an added bonus this video is actually one of this months (Jan 15- Feb 15) Developer Movement Challenge. #DevMov is a really cool program where your can earn point towards awesome stuff just by doing challenges and labs like this one. Definitely worth a look.

My 2015 Game Dev Resolutions

Happy New Years

Well it’s a new year and everyone is 57620510making their resolutions. Like a lot of programmers I always like to make a few resolutions around general programming and game development. This gave me the thought why not make my first real post on here about my 2015 programming resolutions. So these are my top 3 (in no particular order).

Build more with the Cloud

The cloud is becoming more and more important in not only the development of applications and software, but even in game development. When you look at games like Titanfall, Forza5, and Halo: Master Chief Collection it is quite clear that cloud based gaming is here. Now yes I know not many of us “indie” devs are not building Titanfall scale games, but that doesn’t mean we can’t leverage the cloud for our needs too. So this year one of my resolutions is to build more and expand my knowledge of the cloud. In fact I have already done a little bit on this front. In a recent episode of the #GameDev w/ @ScruffyFurn show we actually coded up a simple multiplayer proof of concept using NodeJS, WebSockets, and Azure WebSites.

Dive deeper

This one is a big one for me. Learning never stops for any game developer so in that vein this year I want to start diving deeper into certain engines and tech. We all have certain technologies that we have that extra deep knowledge of. This year I want to expand my list. So far I have been taking a look at Python and the Unreal Engine as the two possible choices to really focus my learning on this year.

Share More!

Although I do share quite a bit, I want to start sharing even more. Not just posts and videos but more raw code and behind the scenes views. I have always loved seeing projects being created from the ground up, so I want to share my process. To help me with this I have recently started my own YouTube channel and have even done some live code streaming on my Twitch channel. Of course I will continue to do the #GameDev w/ @ScruffyFurn show and post on The Canadian Develeoper blog on MSDN, so stay tuned for a lot of new content in 2015.

Well that’s just a few of my programming resolutions for the year, but I would love to hear about some of yours or even your ideas on my resolutions. Feel free to post in the comments or reach out to me on Twitter @Scruffyfurn