Archive for the ‘Code’ Category

2026-08-21

Dynamic 3D Text in Unity Engine

Example of using Dynamic 3D Text, direct capture from Unity Engine

It was roughly 2 years ago when I added the first version of my latest asset to the Unity asset store:
Dynamic 3D Text.

All of my Unity assets fill some kind of gap in what the engine itself offers. Or, at least, filled such a gap at the time of the original release of the asset.

This holds especially true for Dynamic 3D Text. There is no support for runtime-generated 3D text in the engine itself. And when I started building this asset, there was exactly one such asset available in the Asset Store itself, with development having already been abandoned some years earlier, and that particular asset not working properly on the most recent versions of Unity.

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2017-08-11

Klattersynth TTS for Unity

Introducing Klattersynth TTS for Unity, now available in the Unity Asset Store.

It’s a really small and fully embedded speech synthesizer (a text-to-speech engine).

In contrast to some other speech assets, it does not need a network connection for generating speech using a 3rd party website, and it also does not use the speech synthesizer embedded in the Operating System (which differs based on what OS and what OS version you’re using).

Instead it’s fully embedded and runs probably on all platforms targeted by the Unity engine. It can generate and stream the speech real-time or it can pre-generate & cache clips and play them later. The audio clips are also played using a normal Unity AudioSource component, so they’ll also work with the 3D spatialization and reverb zones. Klattersynth TTS is contained in a ~100 KB “cross-platform” DLL file for Unity, which zip-compresses down to less than 30 KB!

You can try a WebGL demo build yourself in Klattersynth TTS website, or view showcase videos in YouTube.

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2015-05-04

frutos do mar

frutos_do_mar_thumb_w300
About 9 months after the release, I finally took a bit of time to add a page about this demo and also write a little bit about it. Frutos do mar was a demo for the Assembly 2014 demo competition.

Read more from its own page.

Or just watch it in YouTube if you’re not interested in details about it.

2014-06-27

Internet Reachability Verifier for Unity

Introducing my third little thing for the Unity Asset Store:

Internet Reachability Verifier for Unity

It’s a simple thing, but there wasn’t other assets available doing exactly this. Since I needed to build something like this, I figured out I’ll polish it a bit and put to asset store as well.

So what does it do, since Unity API already has Application.internetReachability?

The Application.internetReachability has a bit misleading name – it actually tells if it is technically possible for you to try to use the network. So, on a desktop machine it will always tell you that you can. On a mobile device it’s nice for checking if you’re really offline, or if you can try to make a connection (and if it is going to use WiFi or carrier data).

However, with mobile devices, quite often you need to go through a login web page before the internet truly works. In such wireless network, any WWW request will actually give you the login page instead of the data you actually wanted. This is the situation why you want to use Internet Reachability Verifier – read more details from its own web page.

Here are also some other assets to check out: