In part (1) and part (2) I discussed the concept and some implementation details for BundleVersionChecker a set of editor classes to provide access to Unity’s PlayerSettings.bundleVersion (and bundleIdentifier) at runtime and an enhanced way of managing the history of versions to provide migration steps as necessary – at least since you have installed it. Now I show you how to use it in your project.

In part 1 I introduced a solution how to get access to Unity’s PlayerSettings.bundleVersion at runtime. Now I want to improve the editor classes to get a smoother workflow and add some version tracking.

BundleVersionChecker is a set of Unity editor classes to get access to Unity’s PlayerSettings.bundleVersion and their history at runtime. This first article series in 3 parts describes the problem how it started (part 1). (Part 2) shows the concept of the more sophisticated version with tracking the history of bundle versions. The usage in (Part 3) is likely what most people are looking for.

I just spent endless hours in the last few days to find a very annoying performance bug in my iOS Unity project. I observed a continuous performance decrease from minute to minute when running the game in loop mode for testing. After about 10-20 minutes it was no fun anymore to play. The strange thing is: The effect occurs especially when the device is lying still on the table. When I move the device, frame rate rises noticeably but decreases again when there is no movement.

Just a short note on how to enable zooming in and out with your Apple magic mouse in Blender 2.6.7. After I updated to the newest version mouse scrolling in UV editor results in Pan View, definitely not what I prefer. Maybe this is because I defined Ctrl + mouse wheel system wide for zooming the screen.
After wasting a lot of time when flipping Blender animations made for left side to the right and vice versa, I decided to write an add-on doing it automatically. Have you ever been annoyed about copy & paste X-flipped pose frame by frame? See the video tutorial below how to solve this problem in your project.

Doing game development for mobile devices often leads to situations where you feel like programming in the 1990s again. Unacceptable drops in frame rate, low memory warnings and other performance hassle could be very painful and cost you days and weeks.

I just came across the problem of handling disabling and reenabling the idle timer within an iPhone app. In RRRunner as pure motion input based game there are longer intervals without touch input activity. So the system might turn off the screen during the game. Here is a small piece of code how to manage this.

I was curious about the impact of several Mathf functions when running an app on iPhone. So I decided to make some measurements on iPhone 5 and iPhone 4. Here are the results.

There are a couple of resources out there describing how to set up basically Unity3D with Subversion. In this posting I describe the special situation when developing for iPhone i.e. which XCode specific files should be under version control, how to have different versions in parallel and how to get off cheaply on major Unity3D version updates.