Unity: Insert Parent Script

A script for grouping a bunch of objects together with a new partent GameObject




Here's a unity script I modified from the Unify Wiki. it groups selected game objects together. My modification does a few extra things:

1. The newly created parent GO's position is set to the position of the first selected GO. This makes the parent's transform controls appear closer to the group than if it was at 0,0,0. It also got rid of a bug I was seeing where grouped objects would flicker like mad as you approached them if it's parent transform was a zillion miles away from them.

2. The new parent GO is renamed to match the first object in the selection. This should make it easier to find in the Hierarchy, since it won't jump around as much.

3. The new parent GO is set as the active selection. Again, to make it easier to find.

I didn't add it back to the Wiki because, well, I wasn't 1005 sure I wrote all this code correctly. Let me know if you find any problems.

using UnityEngine;
using UnityEditor;
using System.Collections;
// HL: Mar11, 2009: I took this from the Unity Wiki. I made some changes so that
// 1. The newly created parent GO's position is set to the position of the first selected GO. this should solve the flicker bug I ran into.
// 2. The new parent GO is renamed to match the first object in the selection. This should make it easier to find in the Hierarchy.
// 3. The new parent GO is set as the active selection. 

public class InsertParent : ScriptableObject
{
    [MenuItem ("GameObject/Insert Parent %g")]
    static void MenuInsertParent()
    {
		Debug.Log("trigger!"); 
		Transform[] transforms = Selection.GetTransforms(SelectionMode.TopLevel |
            SelectionMode.OnlyUserModifiable);

        GameObject newParent = new GameObject("_Parent");
        Transform newParentTransform = newParent.transform;
		
		// HL:  experimental code, positions game object at location of first selected item:
		newParentTransform.position = transforms[0].position;  
		newParentTransform.name = transforms[0].name + " set"; // rename it so it ends up in roughly same location in the list.  
		//--AA-- End HL code. 
        if(transforms.Length == 1)
        {
            Transform originalParent = transforms[0].parent;
            transforms[0].parent = newParentTransform;
            if(originalParent)
                newParentTransform.parent = originalParent;
        }
        else
        {
            foreach(Transform transform in transforms)
                transform.parent = newParentTransform;
        }
    
	Selection.activeObject = newParent; 	 /// HL: sets the new parent GO to be the actively selected item in the UI.
	}
}


A Day In Hanford Lemoore's Life

The most ego-centric game I've ever made.



In 2007 I made a board game as a christmas gift for 20 of my bestest friends. That game? A Day In Hanford Lemoore's Life. 

Click photos to enlarge them.

The Logic Cube

This is a custom die I designed, simply becuase I found blank dice in a game store. Each side was supposed to represent a different aspect of my thinking process. You can read more about it in the manual.

A Day in HL's Life: cube

Cards

The game came with close to 100 "action cards" that players would draw when they landed on specially marked squares thoughtout the board. 

The cards were written mostly around what my friend's expected out of me; playing into the stereotypes they had of me (video games, tiki bars, and not having a fixed work schedule). 

Here's a select few. Sorry the photos are so bad; I'm doing this at night and I don't have any good light. Or a good camera.

A Day in HL's Life: cards

The Instruction Manual

Here are photos of the manual. As tongue-in-cheek as possible. Most of the humor is in the first two pages, the FAQ page, and in the advertisement on the back. 

A Day in HL's Life: instruction cover

A Day in HL's Life: instructions

A Day in HL's Life: instructions

A Day in HL's Life: instructions

A Day in HL's Life: instructions



Secrets behind the Tiki Crawl 9 website




For the last nine years, I've hosted a public event known as the San Francisco Tiki Bar Crawl. Last year I did a new logo for it. Here it is, shrunk down:

tikib ar crawl 9 logo

I haven't looked at the crawl's website in a while, but when checking it out a huge smile came to my face as I remembered the specifics of drawing it. Here's the lowdown on the city-in-silhouette at the top of the page.

The skyline is rendered from the perspective of someone (with fish-eyes) sitting across the Golden Gate Bridge, looking back on the land so that the East Bay is to our left with San Francisco in the middle, as the Peninsula stretches off to the camera's right.

Here's the left side.



We start off in the Oakland hills, home to two of our crawl stops: Conga Lounge and Kona Club. Emeryville's waterside Trader Vic's is represented an exaggerated A-frame silhouette even though the real building looks nothing like it.

I made sure that Alameda, which is an island off the edge of Oakland, got it's own spot on the map, since it's home to Forbidden Island. How many towers does the Bay Bridge have? I don't know, but I knew that anything more than two would scream "not the Golden Gate" to people who know the area.

Here's the second part:



As we head right, we leave San Francisco and travel down the tree-lined coast that 280 follows, inevitably ending up in the South Bay. Palo Alto is home to the South Bay Trader Vic's, and is represented by an exceptionally large tree; based on the mighty Redwood the city is named for. We finish off the image in San Jose, where two of our stops -- Top Notch Customz and Smoke Tiki reside.

Here's the
full size annotated image.



Graphics from my now-defunct 2D RPG-adventure game




Here's some old graphics for my first real attempt at building my long-fabled RPG, code-named RLOA. This was a 2d game, designed to be played with a mouse on a PC or Mac. It was surprisingly far along, but also still quite far from being finished. I did all the art and programming for the game. It was started in 2006, and it looks like I stopped working on it in 2008.

rloa
The game has a full conversation engine in it, and you could talk to that old man.

rloa
Some sort of temple, with a purple barrel hidden in the trees.

I wrote the engine to support tiles, but support many tiles overlapping, to be able to build up layers. Tiles could not only be multi-layered, but also be offset on a pixel-by-pixel basis. For example, the moss you see in the cracks in the image above is a separate image that is hand-placed, scaled, and rotated. Same with the bricks in the walls. Ron Gilbert told me this was "colorform style", nicknamed the famous kid's toy.


rloa
Some mushroom fruity things, and a giant life-giving energy spring.


rloa
Some alternate rockwork.


rloa
Jules Verne slept here.


rloa
Entry into some other kind of temple.

Notice at this point I hadn't gotten around to doing proper art for doors. They all looked like this. I could actually tint any of the tiles individually as I laid them down, so this made reusing tiles quite easy. Most all the architecture tiles were done with a standard color (known as "the blue") so that they could all be used interchangeably if needed.


rloa
A placeholder guru guy hanging out under some nice vegetation.


rloa
Crystal caves. Exciting.

Sketchbook: Building Sketch




Uncanyon building sketch
I'm going to try to post more photos and sketches on this blog. Not necessarily my best work, but just things I find or draw that interest me.

This is a pen sketch I came across in my sketchbook. Not my favorite piece but I thought it was working going through the process to blog it.

LEGO robot and LEGO zombie

From the LEGO Minifigures collection




Lego robot and lego zombie
These are my two favorite new minifigs from a very cool Minifig collection that LEGO has released. I'm not 100% sure but I think these are like blind boxes. I can't actually find them for purchase on the LEGO site yet (it appears as though the nav bar has a blank spot where "purchase" is going to appear)

Check it out on the Minifigures site.

Photoshop CS3 and money security




I wanted to zoom in on the new 100 dollar bill the US launched today, so I copied and pasted it into Photoshop. Photoshop warned me that I wouldn't be able to print it! I knew Photoshop has had this kind of detection in it for a while, but I didn't think it would apply to low-res jpegs of the money from various blogs and whatnot.

While my intent was never to print it (just look at it with the magnifying glass) I decided to see what Photoshop would do if I tried to print it. I pasted into another document I was working on and hit print. Here's what happened:

money security
It printed fine until it got to the very bottom of the bill, then it killed the rest of the print job and replaced it with a URL to rulesforuse.org.

Rulesforuse.org (no I'm not going to link directly to it here) has some info about reproduction, but also a bunch of broken links. It sent me to a 404 when I tried to click on Reproduction Rules for US money. Nice.

NOTE: Like I said above, I originally was not going to print it. I only tried to after Photoshop warned me I wouldn't be able to. I'm assuming then that the partial document Photoshop did was a legal-to-reproduce portion of the money. I'm assuming I didn't break any laws here. If I did -- I blame Photoshop. And I shredded the printout. Hold on, someone's at my door ...



I want a pod car daddy!

Give it to me now!




GM Pod Car
[via wired]

And you thought the LEGO turkey leg was cool




turkey-leg
Check out the LEGO turkey.



Check-in Fatigue

This is partially why I stopped using Foursquare.





      
 

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I'm Hanford Lemoore. My parking skills are unparalleled.

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