Having a persistent taskbar where you can launch applications with a click of a mouse button is such a good idea, that all Desktop operating systems seem to have one, which is great!
On Windows it runs the full width of the bottom of the screen, and in Mac (on every version I’ve used at least) it does the same, but aligns to the center. Continue reading The taskbar in Windows 7-10 is so much better than on Mac
I noticed something today. Unity has a hex value for colours, which is great – I hate having to remember RGB values between various graphics programs. But Unity’s hex value has 8 digits (see above), which is INSANE! Hex should be 6, it’s always been 6. It’s literally Greek for 6! Continue reading Unity has a 8 digit Hex color, and that’s insane!
I know many people find CSS quite difficult, and often I see this gif shared as an example of how people work with CSS:
But if you’re doing CSS like this, YOU’RE DOING IT WRONG! CSS isn’t that difficult, but sometimes the chosen syntax does make me WTF. Here’s some examples of that:
Sometimes you need a comma to differentiate multiple values, like:
transition: color 200ms, background 200s;
But sometimes not:
transform: translateX(-50%) translateY(-50%);
Why isn’t this consistent?!
Slashes in shorthand
Ever seen this?
font: 12px/18px "Lucida Grande", sans-serif;
The first 2 values are shorthand for font-size and line-height. Why they’re separated with a slash though seems unusual as I’ve not seen that used anywhere else.
Apart from you can apparently use it in border-radius (here’s an article explaining that) to separate horizontal and vertical axis, but again – that’s inconsistent to how we do it elsewhere!
Camel Case or hyphen?
CSS has always been hyphenated, for example background-color, text-transform etc, so why did we start adding camelcase like translateY, rotateX? It’s inconsistent!
Edit – Also, overflow-y and translateY – Y so different?
Vertical Percentages are Relative to Container Width, Not Height
I didn’t actually realise this for a long time. It can be really useful once you know what it’s doing. Here’s an article about it. But why can’t I also set a height based on a percentage of the container’s height?
Although an improvement on 8, because you don’t have to horizontally scroll, Windows 10’s start menu is ridiculous and full of nonsense. Continue reading Windows 10’s start menu is full of nonsense
I’ve struggled for a long time with Collisions in Unity, and for some reason avoided using the OnCollisionEnter() function, and favouring OnTriggerEnter() instead. Continue reading Unity – Detect gameObject’s tag via OnCollisionEnter()
The way I write CSS changes, so I thought I’d record how I’m doing it right now so I can refer to it later, or possibly look back and laugh. Continue reading How I write CSS (March 2016)
Forgive the jQuery! I’m just putting it here so I can find it again later 🙂
So I needed to add the .has-dropdown class to any li containing a ul, which I did with jQuery’s .has() function:
//-- Add Foundation dropdown classes to subnav (so mobile nav works)
$("#main-nav li ul").addClass("dropdown");
I stumbled across the blog today of Alex King, who wrote an article titled “We’ve made web development complicated” (see it here), which is something I’ve been thinking about recently (I also wrote a blog article about it called “Editing websites has never been more time-consuming” (see that here).
The most interesting thing about Alex’s blog though is that, well, he’s dead. Continue reading The internet, a living graveyard
I had a weird bug in Unity today where particles that are supposed to be in the background were actually appearing in front of meshes that are closer to the camera.
After quite a lot of searching, the solution is actually simple, but wasn’t obvious so I thought I’d write it here.
So my particles are exactly where they are supposed to be, behind the land mesh. But are appearing in front (see image above).
This is actually caused by the particles being scaled. I first found out about it from this thread on Unity Answers, linking to this forum post about it.
If I set the particles’ scale to 1, it resolves itself. I thought I’d have to muck about with sorting orders or layers (still not got to grips with those in Unity yet. Doesn’t seem to change anything to me).