Ha.Minh's Blog -

Ha.Minh's Blog

Software development and other stuff

Mon 08 January 2018

Webview with schema

Posted by Ha.Minh in Unity   

The unity-webview plugin is nice, but one thing is you have to call Unity.call from Javascript. This is not very convenient for those who design the HTML to quickly assign action related to Unity in hyperlinks.

So I added support for calling Unity function using normal links in HTML ...

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Thu 26 October 2017

Unity plugin USplitAlpha

Posted by Ha.Minh in Unity   

Last time I discussed about Unity texture compression I've mentioned that using ETC1 + Alpha channel is the best format because it provides the best build size and memory footprint in most cases. However, Unity does not support split alpha channel for iOS. Recently I had sometime to revisit this ...

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Sun 06 August 2017

Loading Sprites dynamically in Unity

Posted by Ha.Minh in Unity   

Loading sprites dynamically from code is one of the most basic tasks that we have to do. However, it seems that there's not a standard way to to this in Unity. This guide will look at several cases of loading sprites dynamically and their solutions

1. Loading a separate ...

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Mon 08 May 2017

Introducing UAsync

Posted by Ha.Minh in Unity   

Nowadays, if you want to use a structured way for your flow control in Unity, you basically have 4 options:

  • Write your own Task library (which might use coroutines)
  • Use coroutines. This means that you StartCoroutine in a lot of places and insert try catch code when errors occur. This ...

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Tue 25 April 2017

Using Unity Assert

Posted by Ha.Minh in Unity   

Even though Unity's UnityEngine.Assertions is great, it has two major disadvantages

  • We cannot extend it
  • It does not have the concept of error code. Using error code, we can force developers to explicitly think about how they will categorize the error so it's easier to analyze the ...

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