Author Archives: Hilmy

Animated “Kali Sticks Wielding Soldier” Using Unity 2D Tools

Trying out Unity’s 2D tools to convert my OC into an animated character. The rig isn’t perfect with obvious gaps here and there because I didn’t anticipate how much I’d stretch the character parts, but it was interesting to see how far I can push the animations from a single image source.

Breakdown of the character took about half a day. Rigging was done multiple times, but once I understood how I should rig the character, it took about ten minutes to redo a new rig. Each animation took between 30 mins to an hour.

Building a procedural city generator in Unity with SNAPS

September 13, 2019

Took a break from this project between September 2018 and July 2019; had switched jobs and had to spend time adapting to being a Producer again. However, in mid-August of 2019, Unity released a set of prototyping assets called SNAPS. Was surprised to discover that the height measurement for SNAPS was precisely the one I used, which implied adapting the SNAPS prototyping assets for use in my Procedural City Generator would be doable.

Building a procedural city generator in Unity – AR version!

Hilmyworks' Procedural City Generation on August 28th 2018
August 28th 2018

So far, the buildings generated were accurately scaled. On August 2018 I started experimenting with AR, which I discovered that a real-size skyscraper in AR isn’t that easy to view on a phone! So I added a Minimize mode, where the buildings could be scaled down to be viewable on an AR-detected floor.

The implementation is admittedly a hack, and since some parts of the code couldn’t figure out what to do with the new scale, issues with z-fighting and object placement appeared. But on the whole, it’s a version I can show to people on my phone, so I just need to clean up my code.