Unity3D: Changing game speed and pausing

This article was originally posted on 4th August 2013 at Programmer’s Ranch using Unity3D 4.2.0f4. This updated version of the article uses Unity3D 5.3.4f1, and the source code is available at the Gigi Labs BitBucket repository. Syntax highlighting and a new screenshot have been added, and the text is slightly modified.

In this article, we’ll learn about controlling time in Unity3D. This allows us to easily pause the game, slow it down, or speed it up.

Create a new project and add a sphere to your scene via GameObject menu -> 3D Object -> Sphere. Next, create a new C# script by right clicking in the Project panel, and selecting Create -> C# Script. Name it Ball, and drag it onto your Sphere in the Hierarchy panel. Double-click the script to open it in Visual Studio.

We’re going to make a very basic bouncing ball just to be able to see the effects of our change in speed. Start off with the following code for the Ball script:

public class Ball : MonoBehaviour
{
    private Vector3 velocity;

    // Use this for initialization
    void Start()
    {
        this.velocity = new Vector3(1.0f, 1.0f, 0.0f);
    }

    // Update is called once per frame
    void Update()
    {
        this.transform.position += this.velocity * Time.deltaTime;

        if (this.transform.position.x > 5.0f)
            velocity.x = -velocity.x;
        else if (this.transform.position.x < -5.0f)
            velocity.x = -velocity.x;
        else if (this.transform.position.y > 6.0f)
            velocity.y = -velocity.y;
        else if (this.transform.position.y < -5.0f)
            velocity.y = -velocity.y;
    }
}

This will make the ball bounce when it reaches the sides of the screen. This may vary depending on your monitor so use whichever values work best.

unity3d-speed-ball

Games look interactive because they generate a certain number of images (frames) per second, usually something between 30 and 60. Time.deltaTime is the time between one frame and the next; multiplying this by the velocity makes the ball move pretty uniformly.

Another important property of the Time class is Time.timeScale. This is a measure of how quickly scripts and animations run, and is set to 1.0f by default. We can change this to make the game run at different speeds. To try it out, add the following code to the Ball script’s Update() method:

        if (Input.GetKeyDown(KeyCode.P))
            Time.timeScale = 0.0f;
        else if (Input.GetKeyDown(KeyCode.N))
            Time.timeScale = 1.0f;
        else if (Input.GetKeyDown(KeyCode.F))
            Time.timeScale = 2.0f;
        else if (Input.GetKeyDown(KeyCode.S))
            Time.timeScale = 0.5f;

What we’re doing here is:

  • If the player presses ‘P’ (pause), we set the time scale to zero, effectively stopping any movement in the game.
  • If the player presses ‘N’ (normal speed), we set the time scale to the default of 1.0f.
  • If the player presses ‘F’ (fast), we set the time scale to double the normal speed.
  • If the player presses ‘S’ (slow), we set the time scale to half the normal speed.

This simple property allows you to not only pause the game, but also to play the game at different speeds. Several games including Starcraft and Warcraft 2 have settings that allow you to tweak the game speed in order to make it more challenging or less frenetic.

starcraft-speed-settings

This article showed how a single line of code in Unity3D is enough to change the speed of a game or pause it. Although this was a very easy tutorial, I hope you will also find it very useful in any games you make!

Monitoring the Size of a Folder

In this article, we’ll develop a simple application that can check the total size taken by a folder (including the files directly inside it, and those in its subfolders), and monitor it periodically to send alerts if it exceeds a certain threshold. This can be useful, for example, to ensure that automatic backups aren’t taking too much space on disk. The source code is available at the Gigi Labs BitBucket repository.

The techniques we’ll use for this are nothing new. We’ll use recursive directory traversal to calculate the total size of the folder, and we’ll use a timer to check this periodically. To send alerts, we’d typically use SmtpClient to send email, but since you’d need an actual SMTP server to test this, we’ll just write something to the console instead.

We’ll start off by calculating the total size of a folder:

        static void Main(string[] args)
        {
            string directoryPath = ConfigurationManager.AppSettings["DirectoryPath"];

            var dir = new DirectoryInfo(directoryPath);
            var size = CalculateDirectorySize(dir);
            Console.WriteLine(size);

            Console.ReadKey(true);
        }

We’re reading the path to the directory to monitor from an application setting (remember to add a reference to System.Configuration). Then we pass the resulting DirectoryInfo object to a recursive CalculateDirectorySize() method, which we’ll define next:

        static long CalculateDirectorySize(DirectoryInfo dir)
        {
            long totalSize = 0L;

            foreach (var file in dir.EnumerateFiles())
                totalSize += file.Length;

            foreach (var subdir in dir.EnumerateDirectories())
                totalSize += CalculateDirectorySize(subdir);

            return totalSize;
        }

This recursive method simply adds up the sizes of the files it contains directly, then adds the total size after recursing into its subdirectories. We’re using the long data type because int will overflow if the folder contains several gigabytes of data.

Note: you might get an UnauthorizedAccessException if you run this in something like C:. It’s easiest to just run it on a folder within your user folder.

This is the result of running the above code against my desktop (which I seem to need to clean up):

dirsize-desktop

We can now refactor our Main() method to run a timer and periodically check the size of the folder:

        private static string directoryPath;

        static void Main(string[] args)
        {
            directoryPath = ConfigurationManager.AppSettings["DirectoryPath"];

            var timer = new Timer();
            timer.Interval = 5000;
            timer.Elapsed += Timer_Elapsed;
            timer.Enabled = true;
            timer.Start();

            Console.ReadKey(true);
        }

Every 5 seconds, the timer will run the following event handler:

        private static void Timer_Elapsed(object sender, ElapsedEventArgs e)
        {
            var dir = new DirectoryInfo(directoryPath);
            var size = CalculateDirectorySize(dir);
            Console.WriteLine(size);
        }

It is now very easy to extend this with a warning mechanism:

        private static string directoryPath;
        private static long threshold;

        static void Main(string[] args)
        {
            directoryPath = ConfigurationManager.AppSettings["DirectoryPath"];
            threshold = Convert.ToInt64(ConfigurationManager.AppSettings["Threshold"]);

            var timer = new Timer();
            timer.Interval = 5000;
            timer.Elapsed += Timer_Elapsed;
            timer.Enabled = true;
            timer.Start();

            Console.ReadKey(true);
        }

        private static void Timer_Elapsed(object sender, ElapsedEventArgs e)
        {
            var dir = new DirectoryInfo(directoryPath);
            var size = CalculateDirectorySize(dir);
            string warning = size > threshold ? " WARNING - THRESHOLD EXCEEDED" : null;
            Console.WriteLine("{0}{1}", size, warning);
        }

Here’s an example run of this application:

dirsize-warnings

Add to that some exception handling and console title code, and you get the source code available in the Gigi Labs BitBucket repository.

Understanding Recursion with Directory Traversal

This article was originally posted as “C#: Understanding Recursion with Directory Traversal” at Programmer’s Ranch on 27th September 2013. It has undergone minor modifications.

In this article, we’re going to talk about recursion. This technique is often considered an alternative to iteration (i.e. loops), and is useful for a wide variety of situations ranging from computing factorials to clearing empty areas in Minesweeper:

csrecursion-minesweeper

Since factorials are boring, and Minesweeper is a bit complex for this easy tutorial, we’re going to look at the filesystem in order to learn about recursion. For example, take a look at the folder for the solution I just created in SharpDevelop:

csrecursion-cmd-files-folders

See, the filesystem is actually a tree data structure. Each folder can contain other files and folders, which can in turn contain other files and folders, and so on. It isn’t easy to work with things like trees using loops, but with recursion it just comes natural. Let’s see how.

After creating a new console application, add the following at the top, which we need to interact with the filesystem:

using System.IO;

The first thing we want to do is get the current directory where the executable will be running. We do this by using Directory.GetCurrentDirectory(). Let’s try that out:

string currentDir = Directory.GetCurrentDirectory();
Console.WriteLine(currentDir);
Console.ReadKey(true);

…and here’s what we get:

csrecursion-current-dir

Now, we want to navigate up to the first CsRecursion folder, which is the solution folder. From there we’ll be able to list the contents of all the subfolder. To do this, we create an instance of DirectoryInfo:

var dir = new DirectoryInfo(currentDir);

This allows us to get to the parent folder:

dir = dir.Parent.Parent.Parent;

…and this is what we have so far:

csrecursion-parent

Right, now about listing the folder and subfolder contents. Let’s add a method to do that:

public static void ListContents(DirectoryInfo dir)
{

}

In this method, we first want to list all the files in that folder. We can do this using DirectoryInfo.GetFiles(), or else using the static Directory.GetFiles() method, which is easier and works directly with file paths (strings):

foreach (string file in Directory.GetFiles(dir.FullName))
    Console.WriteLine(file);

Okay, now all we need is to do the same thing for all subfolders. It turns out that our ListContents() method can actually call itself, and pass in each subdirectory as a parameter:

foreach (DirectoryInfo subdir in dir.GetDirectories())
    ListContents(subdir);

When a method calls itself, it’s called recursion. In this case we say we are recursing into subdirectories.

Let’s just change Main() so that it calls our ListContents() method:

        public static void Main(string[] args)
        {
            string currentDir = Directory.GetCurrentDirectory();
            var dir = new DirectoryInfo(currentDir);
            dir = dir.Parent.Parent.Parent;
            ListContents(dir);
           
            Console.ReadKey(true);
        }

…and voilà:

csrecursion-listing

As you can see, there’s a very small amount of code, and recursion is a perfect fit for this kind of thing, because the same method can work on folders at different levels of the filesystem.

There’s an important concept about recursion you need to be aware of, that might not be so evident in this example: the stopping condition. If a method calls itself and has no way to stop calling itself, you get a sort of infinite loop which actually ends in a stack overflow (in short, there’s a limit to the number of times a method can call another method). Therefore, a recursive function always needs a way to stop calling itself.

If you’re doing factorials, recursion stops when n=1. If you’re computing a Fibonacci sequence, n=0 and n=1 are the stopping conditions. In our case, recursion stops when a folder has no further subfolders. In Minesweeper, recursion stops when there are no more adjacent blank squares (you either hit an edge or a number).

Anyhow, as we have seen in this article, recursion is a great technique to use when your data has divergent paths (most notably when dealing with trees).

C# AppSettings: Upgrading Settings between Assembly Versions

This article was originally posted at Programmer’s Ranch on 15th April 2014.

In “C# AppSettings: Saving User Preferences in a WPF Browser application“, we learned how to define and use user settings in a .NET application. In this article we’ll deal with a slight complication when it comes to maintaining settings between different application versions. But first, let’s build a very simple application to get the point across.

After creating a new Console Application in your favourite IDE, go Add -> New Item… and add a Settings file called… well… Settings.settings! In the designer, add a setting called Name which will be a String in User scope:

cs-settingsupgrade-designer

In our Main() method, let us now write some code that does something with this setting.

        public static void Main(string[] args)
        {
            string name = Settings.Default.Name;
           
            if (string.IsNullOrEmpty(name))
            {
                Console.WriteLine("Hello! Who might you be?");
                Console.Write("You say: ");
                name = Console.ReadLine();
                Console.WriteLine("Pleased to meet you, {0}!", name);
               
                Settings.Default.Name = name;
                Settings.Default.Save();
            }
            else
            {
                Console.WriteLine("Hi {0}! Nice to see you again!", name);
            }
           
            Console.ReadKey(true);
        }

We’re not doing anything fancy here. If the Name setting contains something, then we just output a one-liner; otherwise we ask the user for his name and then save it in the Name setting. Here’s what it looks like when you run it for the first time:

cs-settingsupgrade-introductions

And when we run it again:

cs-settingsupgrade-remember

Now you see, these settings are tied to the version of the program. Each project you compile has something called an assembly version. This is an internal version number assigned to each .exe and .dll file. In SharpDevelop, by default this is set to 1.0.*, which generates something like 1.0.5218.35490 (the actual value is different each time you build, because of the ‘*’ bit). You can find the AssemblyVersion within the AssemblyInfo.cs file that is automatically created when you create a new project:

cs-settingsupgrade-assemblyversion

Now, since a different assembly version is generated with each build, you’ll be quick to notice a problem. If you change the code (even just add a space) and build and run again, the setting you had earlier is somehow lost, and you’re back to the name prompt:

cs-settingsupgrade-introduction-again

The problem here is that the settings are tied not only to program and user, but also to the assembly version. Each time the assembly version changes, a new set of settings are created for the application.

We can use a fixed assembly version:

[assembly: AssemblyVersion("1.0.0.0")]

…and now even after changing code, the settings are remembered:

cs-settingsupgrade-remember-again

However, the problem remains. At some point we’ll want to change that assembly version to, say, 1.0.0.1, and we don’t want to lose our settings.

There is actually a solution to this problem, described in this StackOverflow answer. In a nutshell, you need to import the settings from your old application version by upgrading them.

To do this, first add a boolean setting called UpgradeRequired in your settings file, and make sure to set it to True by default:

cs-settingsupgrade-upgraderequired

Before we actually use this, let’s change the assembly version to see that the settings are not loaded:

[assembly: AssemblyVersion("1.0.0.1")]

And sure enough, you are asked for your name once again when running the program:

cs-settingsupgrade-introduction-3

Then, at the beginning of Main(), add the following code to upgrade the existing settings:

            if (Settings.Default.UpgradeRequired)
            {
                Settings.Default.Upgrade();
                Settings.Default.UpgradeRequired = false;
                Settings.Default.Save();
            }

If you now run the application, the old settings are retrieved and saved into the new settings. Note that the UpgradeRequired setting is set to false as part of the upgrade operation, so that it is done only the first time.

cs-settingsupgrade-remember-again

It works pretty nicely.

In this article, we learned about the assembly version, an internal version associated with each .dll and .exe file produced when compiling a .NET project. We also learned about the role it plays in .NET user settings, and how to upgrade them to make them survive changes in the assembly version.

C# AppSettings: Saving User Preferences in a WPF Browser application

This article was originally posted at Programmer’s Ranch on 23rd March 2014.

Hey Ya! 🙂

In yesterday’s article, “C# AppSettings: Launching Programs and Storing AppSettings“, we learned how you can store application settings in an App.config file so that they can be easily changed without having to recompile the program. This is useful for settings that don’t change very often, but is not the best way to store user preferences.

In today’s article, we will see how we can use a .NET Settings file in order to save user preferences. To do this, we will build a simple WPF browser application* and allow the user to save his homepage.

* For those who already know a little bit about WPF, we’re just going to make a simple application that includes a WebBrowser control – not an XBAP.

So, for starters, create a new WPF application using your favourite IDE. Aside from an App.xaml, you should also have a window – this would be Window1.xaml in SharpDevelop, or MainWindow.xaml in Visual Studio.

Change the window’s TitleWidth and Height properties to something decent (e.g. width of 800 and height of 600). Then, replace the default <Grid> in the window’s XAML with the following:

    <DockPanel>
        <DockPanel LastChildFill="True" DockPanel.Dock="Top">
            <Button Name="GoButton" DockPanel.Dock="Right" Margin="5 5 5 5" Click="Button_Click">Go</Button>
            <Button Name="SaveButton" DockPanel.Dock="Right" Margin="5 5 5 5">Save homepage</Button>
            <TextBox Name="Homepage" DockPanel.Dock="Left" Margin="5 5 5 5" />
        </DockPanel>
        <WebBrowser Name="Browser" VerticalAlignment="Stretch" />
    </DockPanel>

This isn’t a WPF tutorial so don’t worry about the above XAML; you’ll see what it does in a second. Find the window’s codebehind file by expanding your Window1.xaml (or MainWindow.xaml) node in Solution Explorer, and open it:

csbrowser-codebehind

In the window class’s constructor, add the following code after InitializeComponent():

            string homePageUrl = "http://en.wikipedia.org/wiki/Main_Page";
            this.Homepage.Text = homePageUrl;
            this.Browser.Navigate(homePageUrl);

You can now run the application to see what it looks like:

csbrowser-browser

That was pretty easy! We set up the browser embedded in our window to load Wikipedia by default, and that’s what it did. Now, let’s get our program to actually do something.

In the XAML for the “Go” button, start typing the word “Click”, then press TAB twice. This should generate the following code in your window’s codebehind file (remember, it’s the .xaml.cs file):

        void GoButton_Click(object sender, System.Windows.RoutedEventArgs e)
        {
            throw new NotImplementedException();
        }

Replace the body of this method with the following:

this.Browser.Navigate(this.Homepage.Text);

We can now type in a URL and press the “Go” button to navigate there:

csbrowser-navigate

Now, let’s work on that “Save homepage” button. First, add a button handler as you did before – by starting to type the word “Click” in the XAML for the “Save homepage” button, pressing TAB, selecting “<new event handler>”, and then pressing TAB again. You should have an empty handler similar to the one you had for the “Go” button earlier:

        void SaveButton_Click(object sender, System.Windows.RoutedEventArgs e)
        {
            throw new NotImplementedException();
        }

Next, right click on your project in Solution Explorer, and select Add -> New Item… and add a new Settings file. If you’re using SharpDevelop, you’ll find this under the Misc category:

csbrowser-addsettingsfile

This file opens up a table where you can add settings as you like. Let’s add one for the homepage:

csbrowser-editsettingsfile

You just need to set the name, data type, and default value of the property. The Scope can be either User or Application. This article at MSDN explains the difference:

Application-scope settings are read only, and can only be changed at design time or by altering the <AssemblyName>.exe.config file in between application sessions. User-scope settings, however, can be written at run time, just as you would change any property value. The new value persists for the duration of the application session. You can persist changes to user settings between application sessions by calling the Settings.Save method. These settings are saved in the User.config file.

In short, Application-scope settings are pretty similar to what we did yesterday in “C# AppSettings: Launching Programs and Storing AppSettings“, while User-scope settings are ideal for saving user preferences – which is what we want to do now.

In your window’s constructor, you can now load the homepage from your settings. You first need to build your project to allow the IDE to do some magic underneath (otherwise you won’t be able to find the property. Then, you can load the homepage setting like this:

            string homePageUrl = Settings1.Default.HomePage;

The good thing about these kinds of settings are that they are strongly-typed. This means that if you’re loading, for example, an integer, you can just assign it directly to an integer variable without further ado. Using regular AppSettings (see “C# AppSettings: Launching Programs and Storing AppSettings“), on the other hand, you first have to read values into strings and then convert them to the appropriate type.

Saving settings is also pretty straightforward. You assign them using the same notation as above, and then Save() them so that the settings can be remembered next time you run the application:

        void SaveButton_Click(object sender, System.Windows.RoutedEventArgs e)
        {
            Settings1.Default.HomePage = this.Homepage.Text;
            Settings1.Default.Save();
           
            MessageBox.Show("Settings have been saved", "Homepage update");
        }

So now, we can run our application, enter a new URL in the homepage, and click the “Save homepage” button:

csbrowser-savesettings

…and the next time we run our application, it loads our new homepage by default:

csbrowser-loadsettings

As you can see, the WPF WebBrowser control is actually some version of Internet Explorer – you can see it compared to a REAL browser in a previous screenshot. Still, Internet Explorer can sometimes be useful. To download another browser, for instance. 😀

Cool. 🙂 In this article, we saw how to use a .NET Settings file to load and save user preferences quickly and easily. We saw this in action by loading and saving the homepage in a simple WPF browser application. Thanks for reading, and see you in time for the next article! 🙂