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Tutorial zum Schreiben von Scipte für das Programm Unity3D in Visual Studio

by Ferdinand Lange 21. February 2009 09:04

Unity3D benutzt C# Scripte, die man sehr gut in Visual Studio programmieren kann.

In diesem kleinen Tutorial möchte ich euch kurz erläutern, wie ich das gemacht habe.




  • Unity

  • Visual Studio

  • Mac

  • Windows

  • FTP-Server für den Mac



Zuerst habe ich ein neues Projekt in Unity3D erstellt, mit dem Namen „UnityTest“.



Man muss den FTP-Server auf dem Mac einrichten, so das das Root Verzeichnis im aktuellen Projektordner ist, bzw. ,wo die Scripte liegen sollen.

Bei mir liegt das Rootverzeichnis unter „.../UnityTest/Assets /Scripte/“.



Um die UnityEngine.dll und UnityEditor.dll zu bekommen, müsst ihr nur in der Mac Konsole Folgendes eingeben:


(für Unity3D)

cp /Applications/Unity/ /Users/yourusername/
cp /Applications/Unity/ /Users/yourusername/

(für Unity3D iPhone)

cp /Applications/Unity\ iPhone/Unity\ /Users/yourusername/
cp /Applications/Unity\ iPhone/Unity\ /Users/yourusername/


anschließend findet ihr die beiden Dateien im euren Benutzerordner wieder.


Als nächstes kopiert ihr die soeben erlangten Dateien auf euren Windows PC in einen Ordner eurer Wahl.



Nun habe ich ein neues Konsolen Projekt in Visual Studio erstellt und es „UnityScripte“ genannt.

Darauf hin muss man die beiden dll-Dateien zu den Verweisen hinzufügen.

Nun muss man nur noch einen neuen Ordner im Projektverzeichnis mit dem Namen „Scripte“ erstellen und dort werden alle Scripte gespeichert, die wir auch in der Unity Energy benutzten wollen.



Als letztes hab ich mit in diesem Projekt ein kleines Tool programmiert mit dem ich die Scriptdateien per FTP auf meinen Mac transferieren kann.

Es muss nur noch die IP mit dem Port und den User so wie das Passwort in der Program.cs eingetragen werden.

Beim Ausführen des Tools (drücken der F5 Taste) werden alle .cs Dateien und Unterordner aus dem Script-Ordner in unsren Projektordner von Unity3D kopiert, danach muss noch kurz die Appeltaste + R (Refresh) in der Unity Energy gedrückt werden und die Änderungen werden aktualisiert.


Dieses Tool stelle ich euch zum downloaden bereit: UnityScripte


Disable Hybernation file (hiberfil.sys) if you have a small hard disk

by Benjamin Nitschke 20. February 2009 11:25

I recently build a new work pc and used a small SSD hard drive (64 GB) for it. I was using Windows 7 last week, but since so many programs (daemon tools), drivers (printer) and especially games (everything new?) did not work I just switched back to Windows Vista x64 SP1 yesterday.

One of the problems with this small SSD drive is that it gets full really quick. Especially with Vista, which takes almost 20 GB right out of the box. Then you have Visual Studio, all the tools and you are left with 20-30 GB. Our current project is huge and can take up to 37 GB (thanks to subversions great feature to double any project size, arg) and I still want it on my SSD drive because it is so much faster to work with many little source code files (Visual Studio is just not the same anymore, everything is soooooo much faster ^^).

Well, the point of the story is, with a really small drive it is kinda important to delete everything that I do not need. So I decreased the page file to 256 MB (from 6GB) and allowed the system to use the secondary drive to use a page file (there I have 500 GB free space). I also deleted everything I could from windows, program files or users (don't do this at home, I backed up everything on my Server where I have like 12 TB of space, hehe). A few more GB free space, yay. I also messed with Subversion and killed all the .svn directories for artist stuff I do not update very often, so I still got around 15 GB free right now :)

But I still wanted to delete the hiberfil.sys file, which takes up several GB too, but unlike Windows XP there is no option to do that. So you have to type in the following command (or create a simple .cmd file for that):

powercfg.exe -h off

And to enable it again type:

powercfg.exe -h on

which is useful if you really need hybernation. I use it all the time on my laptop, and Riley is using it in Alien too:

Sehr interessante Insights über iPhone Apps

The Pirate Bay trial

by Benjamin Nitschke 19. February 2009 21:11
Hi again. I will probably make more blog posts in the near future just about things on my mind. In the past I hesitated to blog about those things because they often have not much to do with game development, but they are interesting topic to me either way.

I set my Skype message to "answer to ea:" a few days back and many people have send me similar funny links. If you want to read more emails those guys received and answered, check out this link:

Then I just found out yesterday there is a trial against The Pirate Bay that has started this week. You can read more about it directly on (lots of Swedish text on that however) or on (nicely written). It is a serious issue for those guys, but it is still very fun to read about it since the lawyers do not seem to understand much of the torrent technology. Here are the articles from the first 4 days of the trial:

Other interesting links about this topic are some pictures of The Pirate Bays servers and the Twitter feed live from the courtroom plus users talking about it ^^

[MobileBits Blog] Today we visited Exit Games

by Benjamin Nitschke 19. February 2009 20:38
[Copied from where I also blog right now (about iPhone Development):]

Hi Internet,

I will post everything in English and I will also mirror all my entries on my personal blog at The other guys can still post their stuff in German if they want (but that would be strange, most of the world not understanding whats going on here ^^).

Whatever. As Karsten just blogged yesterday, we founded this new company and we are working on some cool iPhone games. Hopefully everyone will introduce himself here soon. Currently we are still at the concept phase, but as soon as we have something concrete, be sure I will spill it out and everyone will punch me for it. We will not only show here the iPhone games we are working on, but also involve everyone in the process of creating iPhone games from the perspective of professional game developers, who usually work in Windows and .NET plus some neat tricks and great engines.

BTW, while we are at the topic of great engines: Today we visited the Exit Games guys in Hamburg, which do middleware for multiplayer games, including support for the iPhone SDK. This sounded interesting for us because we just started with all this iPhone doodeling and they wanted to meet with us too, so it was a pretty nice and relaxing meeting with a lot of information flying back and forth.

In the meantime if you are bored, check out this great looking golf game (flash based), which the Exit Games guys are involved with too (has nothing to do with the iPhone, but who cares?):

Los gehts – iPhone Developer Program angemeldet

by Karsten Wysk 17. February 2009 09:02

So der Anfang ist gemacht. Nachdem vor einigen Tagen unsere Programmierer sich schon für das iPhone Developer Programm angemeldet haben, habe ich die MobileBits GmbH gerade auch offiziell angemeldet. Wollen wir hoffen, dass Apple sich sputet und wir schnell freigeschaltet werden. Programmierer sind schon fleissig am ausprobieren und wollen Ihre Werke endlich auch auf dem iPhone bzw. iPod Touch sehen ...

Das wird übrigens unser erstes Learning: Kann man auch auf dem iPod Touch entwickeln oder müssen wir iPhones kaufen?


Disclaimer: The opinions expressed in this blog are own personal opinions and do not represent the companies view.
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