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        <title>Unity - Tag - RustyCruise Labs</title>
        <link>https://rustycruiselabs.github.io/tags/unity/</link>
        <description>Unity - Tag - RustyCruise Labs</description>
        <generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Tue, 13 Jan 2026 00:00:00 &#43;0000</lastBuildDate><atom:link href="https://rustycruiselabs.github.io/tags/unity/" rel="self" type="application/rss+xml" /><item>
    <title>Devlog #1 - Solo Development #10 Game Jam (Countdown) Results</title>
    <link>https://rustycruiselabs.github.io/devlogs/blast-to-zero/2026-01-13-game-jam-results/</link>
    <pubDate>Tue, 13 Jan 2026 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/blast-to-zero/2026-01-13-game-jam-results/</guid>
    <description><![CDATA[<div><iframe 
        frameborder="0" 
        src="https://itch.io/embed/4174052" 
        width="552" 
        height="167">
            <a href="https://rustycruiselabs.itch.io/blast-to-zero">Blast To Zero by RustyCruise Labs</a>
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<h2 id="my-results" class="headerLink">
    <a href="#my-results" class="header-mark"></a>My Results?</h2><figure><a class="lightgallery" href="/devlogs/blast-to-zero/2026-01-13-game-jam-results/images/results_screenshot.png" title="" data-thumbnail="/devlogs/blast-to-zero/2026-01-13-game-jam-results/images/results_screenshot.png" data-sub-html="<h2>Final Results for my submission</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/blast-to-zero/2026-01-13-game-jam-results/images/results_screenshot.png    height="772" width="649"></a><figcaption class="image-caption">Final Results for my submission</figcaption>
    </figure>
<p>The results are out! Overall, my game ranked <strong>16 out of 103 entries</strong>. Out of all my game jams so far, it seems that I have better reviews in terms of game play, which makes me motivated to continue this game development. The gameplay score was around <strong>3.6</strong> which is probably due to the poor execution in <strong>game feel</strong>, especially in the <strong>lack of target indicators / mini map</strong> which led to players finding it hard to navigate the game.</p>]]></description>
</item><item>
    <title>Devlog #2 - GMTK 25 (Loop) Results</title>
    <link>https://rustycruiselabs.github.io/devlogs/backfire/2025-08-09-gmtk-25-results/</link>
    <pubDate>Sat, 09 Aug 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/backfire/2025-08-09-gmtk-25-results/</guid>
    <description><![CDATA[<div><iframe 
        frameborder="0" 
        src="https://itch.io/embed/3782600" 
        width="552" 
        height="167">
            <a href="https://rustycruiselabs.itch.io/backfire">Backfire by RustyCruise Labs</a>
        </iframe></div>
<h2 id="my-results" class="headerLink">
    <a href="#my-results" class="header-mark"></a>My Results?</h2><figure><a class="lightgallery" href="/devlogs/backfire/2025-08-09-gmtk-25-results/images/results_screenshot.png" title="" data-thumbnail="/devlogs/backfire/2025-08-09-gmtk-25-results/images/results_screenshot.png" data-sub-html="<h2>Final Results for my submission</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/backfire/2025-08-09-gmtk-25-results/images/results_screenshot.png    height="674" width="1173"></a><figcaption class="image-caption">Final Results for my submission</figcaption>
    </figure>
<p>The results for my game jam submission were pretty average overall. Since my main focus has always been on making games that are fun to play, I never expected audio or artwork to be my strong suits — and I knew going in that those categories would likely score lower.</p>
<p>Looking specifically at the <strong>Enjoyment</strong> category, my game ranked <strong>2992 out of 9651 entries</strong>. Not exactly a top-tier placement, but definitely far from the bottom.</p>]]></description>
</item><item>
    <title>Devlog #1 - GMTK 25 (Loop) Development Process</title>
    <link>https://rustycruiselabs.github.io/devlogs/backfire/2025-08-04-gmtk-25-devlog/</link>
    <pubDate>Mon, 04 Aug 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/backfire/2025-08-04-gmtk-25-devlog/</guid>
    <description><![CDATA[<div><iframe 
        frameborder="0" 
        src="https://itch.io/embed/3782600" 
        width="552" 
        height="167">
            <a href="https://rustycruiselabs.itch.io/backfire">Backfire by RustyCruise Labs</a>
        </iframe></div>
<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p><strong>This is my second attempt at GMTK game jam</strong>.</p>
<p>The first game I ever made <a href="https://rustycruiselabs.itch.io/i-am-bullet-incomplete" target="_blank" rel="noopener noreferrer">&ldquo;I am Bullet&rdquo;</a> was also part of GMTK challenge.</p>
<p>This time around, I managed to complete about 80% of what I originally envisioned — 4 days is still a short window, and there are definitely bugs and incomplete features in the submission. That said, it was a great learning experience! I’ve become more confident in development and picked up some new techniques, especially around working with 3D objects.</p>]]></description>
</item><item>
    <title>Devlog #10 - Adding App Previews for App Store Product Page</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-07-20-creating-app-video-previews-ios/</link>
    <pubDate>Sun, 20 Jul 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-07-20-creating-app-video-previews-ios/</guid>
    <description><![CDATA[<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><blockquote>
  <p>Note: This is my personal reference for setting up the product page on the Apple App Store.</p>

</blockquote><p>You don’t need to create a new app version just to update your screenshots — doing so would require a new build number. Instead, Apple provides Custom Product Pages, which let you customize your product page without submitting a new build.</p>
<h2 id="creating-screenshots--app-previews" class="headerLink">
    <a href="#creating-screenshots--app-previews" class="header-mark"></a>Creating Screenshots / App Previews</h2><p>The App Store is quite strict about screenshot and video dimensions. Here are some ways to generate them correctly:</p>]]></description>
</item><item>
    <title>Devlog #9 - Mobile Game Monetization</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-06-28-mobile-game_monetization/</link>
    <pubDate>Sat, 28 Jun 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-06-28-mobile-game_monetization/</guid>
    <description><![CDATA[<figure><a class="lightgallery" href="/devlogs/generic/2025-06-28-mobile-game_monetization/images/header.png" title="" data-thumbnail="/devlogs/generic/2025-06-28-mobile-game_monetization/images/header.png" data-sub-html="<h2>Generated by Chat GPT</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2025-06-28-mobile-game_monetization/images/header.png    height="768" width="1344"></a><figcaption class="image-caption">Generated by Chat GPT</figcaption>
    </figure>
<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>As much as we love making games, we still need to sustain ourselves. That’s why monetization is a crucial part of our development process — it allows us to keep creating while making our games accessible to players.</p>
<p>For mobile games, we’re currently experimenting with a <strong>freemium model</strong>, combining <strong>advertisements (Ads)</strong> and <strong>in-app purchases (IAPs)</strong> as our primary monetization strategies.</p>]]></description>
</item><item>
    <title>Devlog #8 - Screenshot Tool for Unity</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-05-13-unity-screenshot-tool/</link>
    <pubDate>Tue, 13 May 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-05-13-unity-screenshot-tool/</guid>
    <description><![CDATA[<figure><a class="lightgallery" href="/devlogs/generic/2025-05-13-unity-screenshot-tool/images/screenshot.png" title="" data-thumbnail="/devlogs/generic/2025-05-13-unity-screenshot-tool/images/screenshot.png" data-sub-html="<h2>Screenshot Tool Window</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2025-05-13-unity-screenshot-tool/images/screenshot.png    height="237" width="827"></a><figcaption class="image-caption">Screenshot Tool Window</figcaption>
    </figure>
<h2 id="implementation" class="headerLink">
    <a href="#implementation" class="header-mark"></a>Implementation</h2><p>Here&rsquo;s a simple script you can add to your Unity projects to take screenshots.</p>
<ol>
<li>
<p>Create a <code>C#</code> file <code>Assets/Editor/CaptureScreenshotWindow.cs</code> and paste the following code:</p>
<div class="code-block highlight is-closed show-line-numbers  tw-group tw-my-2">
  <div class="
    code-block-title 
    
    tw-flex 
    tw-flex-row 
    tw-justify-between 
    tw-w-full tw-bg-bgColor-secondary
    ">      
    <button 
      class="
        tw-select-none 
        tw-mx-2 
        tw-block
        group-[.is-open]:tw-rotate-90
        tw-transition-[transform] 
        tw-duration-500 
        tw-ease-in-out
        print:!tw-hidden"
      disabled
      aria-hidden="true"><svg class="icon"
    xmlns="http://www.w3.org/2000/svg" viewBox="0 0 320 512"><!-- Font Awesome Free 5.15.4 by @fontawesome - https://fontawesome.com License - https://fontawesome.com/license/free (Icons: CC BY 4.0, Fonts: SIL OFL 1.1, Code: MIT License) --><path d="M285.476 272.971L91.132 467.314c-9.373 9.373-24.569 9.373-33.941 0l-22.667-22.667c-9.357-9.357-9.375-24.522-.04-33.901L188.505 256 34.484 101.255c-9.335-9.379-9.317-24.544.04-33.901l22.667-22.667c9.373-9.373 24.569-9.373 33.941 0L285.475 239.03c9.373 9.372 9.373 24.568.001 33.941z"/></svg></button>

    <div class="code-block-title-bar tw-w-full">
      <p class="tw-select-none !tw-my-1">c#</p>]]></description>
</item><item>
    <title>Devlog #7 - Safe Area for UI Canvas in Unity</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2025-01-11-unity-safe-area/</link>
    <pubDate>Sat, 11 Jan 2025 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2025-01-11-unity-safe-area/</guid>
    <description><![CDATA[<figure><a class="lightgallery" href="/devlogs/generic/2025-01-11-unity-safe-area/images/overview.png" title="" data-thumbnail="/devlogs/generic/2025-01-11-unity-safe-area/images/overview.png" data-sub-html="<h2>UI Elements are blocked by Front Camera</h2>"><img  loading="lazy" src=https://rustycruiselabs.github.io/devlogs/generic/2025-01-11-unity-safe-area/images/overview.png    height="335" width="1012"></a><figcaption class="image-caption">UI Elements are blocked by Front Camera</figcaption>
    </figure>
<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>Some phone models have the front camera that cover the screen. And if we render our UI elements at the top of the screen. Sometimes, it will be blocked by the front camera. One of the terms I learnt today was &ldquo;<strong>Safe Area</strong>&rdquo;, which is a guaranteed area for the UI elements to display properly. Every device have its own safe area, so here&rsquo;s a quick guide on how to implement the fix in Unity.</p>]]></description>
</item><item>
    <title>Devlog #1 - Exporting FBX from Blender to Unity</title>
    <link>https://rustycruiselabs.github.io/devlogs/generic/2024-10-19-blender-to-unity-settings/</link>
    <pubDate>Sat, 19 Oct 2024 00:00:00 &#43;0000</pubDate><author>
        <name>RustyCruise Labs</name>
    </author><guid>https://rustycruiselabs.github.io/devlogs/generic/2024-10-19-blender-to-unity-settings/</guid>
    <description><![CDATA[<h2 id="overview" class="headerLink">
    <a href="#overview" class="header-mark"></a>Overview</h2><p>Here&rsquo;s a quick guide on how to export FBX from Blender to Unity. You can also refer to these videos that I referenced.</p>
<ul>
<li><a href="https://www.youtube.com/watch?v=GjcJzGrxTME&amp;list=PLXDXMAbuMcuVQ8IdhxhT0O0T8mALVD25R" target="_blank" rel="noopener noreferrer">Polyfable - Blender to Unity with Correct Axis | Tutorial</a></li>
<li><a href="https://www.youtube.com/watch?v=vrN9duEoA6g&amp;list=PLXDXMAbuMcuVQ8IdhxhT0O0T8mALVD25R" target="_blank" rel="noopener noreferrer">Imphenzia - Rigify to Unity Tutorial - How to Export a Rigify Character and Import it into Unity</a></li>
</ul>
<h2 id="getting-started" class="headerLink">
    <a href="#getting-started" class="header-mark"></a>Getting Started</h2><p>Assuming that you have already rig and animated your character, follow the steps below to export your character as FBX.</p>]]></description>
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