Minecraft in Unity 3D – One-Week Programming Challenge

Shane Beck creates Minecraft in Unity from scratch in a week while screen recording the whole thing.

[Too bad the author doesn’t think the source is good enough to post.]

Andrei Jifcovici wrote:

[BUILD MINECRAFT IN UNITY PART 1],

[BUILD MINECRAFT IN UNITY PART 2: VOXEL CREATION (A FAST AND INEFFICIENT APPROACH)],

[BUILD MINECRAFT IN UNITY PART 3. CLICKING FUNCTIONALITY (A FAST AND INEFFICIENT APPROACH)], and

[BUILD MINECRAFT IN UNITY PART 4: SIMPLE WORLD GENERATION (A FAST AND INEFFICIENT APPROACH)]

as a guide for building Minecraft in Unity.

Devin’s First Unity Program

Devin completed his first Unity program while taking the [Udemy Unity Course].

using UnityEngine;
using System.Collections;

public class NumberQizards : MonoBehaviour
{
    int max = 1000;
    int min = 1;
    int guess;

    // Use this for initialization
    void Start()
    {
        StartGame();
    }

    void StartGame ()
    {
        print("Pick a number in your head but dont tell me.");

        max = 1000;
        min = 1;
        guess = 500;

        print("The highist number you can pick is " + max);
        print("The lowest number you can pick is " + min);
        NextGuess();
    }

    void NextGuess()
    {
        print("Is the number higher or lower then " + guess + "?");
        print("Up arrow for higher , down arrow for lower");
    }
   
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.UpArrow))
        {
            min = guess;
            guess = Mathf.FloorToInt((max + min) / 2f);
            
            NextGuess();
        }

        else if (Input.GetKeyDown(KeyCode.DownArrow))
        {
            max = guess;
            guess = Mathf.CeilToInt((max + min) / 2f);

            NextGuess();
        }


        else if (Input.GetKeyDown(KeyCode.Return))
        {
            print("You won!");
            StartGame();
        }
    }
}

MXA Game Studio

Microsoft killed the [XNA] community and brand some time ago, RIP. Unfortunately, those old XNA installers don’t even work on Windows 8 or above. [MonoGame] rose up as an open-source framework to allow you to continue to build your XNA projects using the same API and target multiple platforms. MonoGame is still catching up to the XNA features the same way Mono is always catching up to .Net. That means you are stuck using command-line tools to build your XNA Content Projects. And now there’s [MXA Game Studio] which lets you build those discontinued XNA Content Projects.

Ultimate FPS (UFPS)

I’ve been automating the setup using editor scripts for [UFPS : Ultimate FPS], a Unity package that provides a First-Person-Shooter platform. [Manual] [Forum]

When setting up characters, some guns have arms attached which necessitates needing to hide the existing player arms. The UFPS manual has a guide for the proper way to [hide arms and the head].

The Unity Asset Store also has [FPS Mesh Tool] which can also mask out the head and arms.

Ultimate FPS Bugs

I’ve been automating the setup using editor scripts for [UFPS : Ultimate FPS], a Unity package that provides a First-Person-Shooter platform. [Manual] [Forum]

>UFPS : Ultimate FPS

I’ve filed some support tickets for minor issues that I’ve been finding. Most people script for UFPS at runtime, and so I’m finding some edit time issues.

bug-vp-fpcontroller-addblocker
bug-vp-ragdollhandler-awake-could-be-more-descriptive-to-whats-missing
bug-vp-playerinventory-doaddunits-doesnt-update-the-count
bug-vp-playerinventory-reset-missing-null-check

Of course, to get things fixed tickets need to be created via `support@visionpunk.com`. So there’s no need to continue posting bugs on the forums.

how-to-post-a-support-ticket