How to set up Vuforia and Unity

This is a getting started guide for augmented reality development. A short but complete tutorial on how to set up Vuforia with Unity 5.6.0f3 personal. In the end you will have a 3D cube on a marker.

  1. Create Account at Unity
  2. Download Unity 5.6.0f3
  3. Create Account at Vuforia
  4. Login into and download the .unitypackage via Download for Unity
  5. Develop -> License Manager tab, select Add License Key
  6. Develop -> Target Manager
  7. Create new Database by clicking Add
  8. Make digital photo of marker or download this one
  9. Cut out marker in Photoshop/Paint
  10. Targetmanager > yournewdatabase > add target
  11. Upload marker image and click Add. Problems with upload? Use jpg and not png!
  12. Download Database, select Unity Editor > Download
  13. Create new project in unity
  14. Import the vuforia .unitypackage and the database .unitypackage by dragging it into project window
  15. Obsolete API warning: click go ahead and upgrade
  16. Toolbar window > Vuforia > Configuration > paste the App license key there
  17. Add your License Key and activate the datasets

    Toolbar window > Vuforia > Configuration > Datasets > load yournewdatabasename Database and click activate

  18. Project window > Assets > Vuforia > Prefabs > ARCamera add to scene
  19. Project window > Assets > Vuforia > Prefabs > ImageTarget add to scene
  20. Hierachy > Select ImageTarget
  21. Inspector > Find section Image Target Behaviour(Script)
  22. Inspector: set database to yournewdatabase and image target to marker
  23. Add a cube as the child of the ImageTarget gameobject
  24. Run and test your project

Optional next steps: you could add a script to the cube to make it rotate

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class rotate : MonoBehaviour {

    // Use this for initialization
    void Start () {
    // Update is called once per frame
    void Update () {
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“Orcish Inn” Soundtrack available on Bandcamp

I made the music for Steven Collings amazing game ‘Orcish Inn’. The OST is now available as digital download on Bandcamp!

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Seven Fav Pico-8 Games

Ufo Tofu




Matchy Matchy






Nora’s Mouse Chase




Not included anything by Benjamin Soule. His are all A+. Also check out Sophie Houldens game!

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Arrays and Tables in Pico-8

2D Arrays

Screen Shot 2016-07-16 at 17.36.17

For beginners, I suggest you use concatenation to index 2D arrays. Create a new object in a 2D cell at (i,j) in a table called myArray with the following code:

myArray[i..","..j] = {}

To iterate over all objects in the myArray you can use the pairs iterator. Caution: the objects are not ordered when using pairs!

for k,v in pairs(myArray) do
	-- v is the cell object
	-- k is a string in the form of "i,j"

If we want to access the objects in a particular order we should use nested for loops:

for i=1, 8 do
	for j=1, 8 do
		local cell = myArray[i..","..j] 
		-- do stuff with the cell

Objects And Container


Entities like the spaceship in this gif are objects. Containers for objects are special in Pico-8 because we have a couple of built-in functions to help us manage insertion and deletion. I strongly suggest to use add(), del() and all() for container and entity management.

Create and add an object to a table with add():

local entities = {}
local player = {
	x = 3,
	y = 3,
	sprite = 5
add(entities, player)

In your _update or _draw callbacks, you will most likely want to loop over all objects. You should use all() for that:

for entity in all(entities) do
	-- do stuff here

You can use del() to remove an object from the container even while iterating over the container:

for entity in all(entities) do
	del(entities, entity)

This only works with all() and del() together! This is great for games where you have dynamic objects such as bullets, effects or timed events that are added and removed dynamically.

I hope that these two hints help you to get started with the awesome Pico-8 engine. For advanced users, other methods might be more efficient. I recommend reading the Pico-8 Docs or the PIL for more information.

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NanoFL under Mac OS X

NanoFL 3.0.5 currently only features a .exe binary for windows. The program itself is wrapped with XULRunner from Mozilla and that makes it easy to run natively on Mac OS X.

If you have a current Firefox there is no need to install XULRunner(which anyway seems deprecated). You can execute XULRunner apps with -app switch. Use Wine to install the game and then copy the installation folder somewhere accessible. In the terminal you then execute the following to start NanoFL.

/Applications/ -app 

or more generic

/Applications/ -app /path/to/your/application.ini

Use no line breaks and edit the path to your installation of NanoFL.

This should start NanoFL inside a Firefox instance with almost all features as the windows version. Have fun! Screen Shot 2016-04-07 at 14.10.08

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NanoFL and HiDPI

NanoFL is a minimalistic and free alternative to Animate CC (formerly Flash Professional). It publishes to Apaches Cordova or HTML5 with for example an CreateJS generator. While fiddling around with it I ran into the usual high resolution issues that always come up with HTML5: Blurry images and text.

Thankfully, there is an easy fix:

If you use the CreateJS just add a Scene class in the Document Properties Screen Shot 2016-04-07 at 13.36.14

If you hit publish a directory structure is created:

├── bin
│   └── library.js
├── gen
│   └── base.js
├── library
│   └── scene.xml
├── publish
│   ├── cordova
│   └── html
│       ├── bin
│       │   └── library.js
│       └── test.html
├── src
│   └── Game.js
├── test.html

Inside the src folder you will find a Game.js file with some boilerplate code. As suggested by Kevin Newman it is quite easy to change the canvas of CreateJS to use the HiDPI settings. We modify the code from his blog to fit our NanoFL environment into the init function of the Game prototype:

var canvas = document.getElementById("mainCanvas");
var stage = this.parent;
if (window.devicePixelRatio) {
    // grab the width and height from canvas
    var height = canvas.getAttribute('height');
    var width = canvas.getAttribute('width');
    // reset the canvas width and height with window.devicePixelRatio applied
    canvas.setAttribute('width', Math.round(width * window.devicePixelRatio));
    canvas.setAttribute('height', Math.round( height * window.devicePixelRatio));
    // force the canvas back to the original size using css = width+"px"; = height+"px";
    // set CreateJS to render scaled
    stage.scaleX = stage.scaleY = window.devicePixelRatio;

Et voila, that’s it!

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Burn The Boards – Background Information

Georg wrote a pretty interesting article about the development and background of the Burn The Boards project for Madewithunity:

I was involved in the creation of the project and was part of the design team for it. The problems of electronic waste and the associated health risks of workers are a topic that interest me greatly. If you want some insight into how that serious game was made check out the article.

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New Game: Jack

I once again set out to join the fun of Ludum Dare this time in it’s 34th instalment. The result is a relaxing and simple game about growing trees for your pleasure. The slightly refined post compo version is available on or the original ludum dare site.


Get it here:

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Löve – What is Love? An Introduction

Screenshot 2015-11-23 12.21.17

Since my old tutorials were made in 2010 it was time for an update. This is an updated tutorial on Löve. It assumes the Löve version 0.9.2 but a lot of this article might remain relevant to later versions.

In the age of Gamemaker and Unity Löve still stands out as one of my favorite rapid prototyping frameworks. Lua is ideal for the quick ‘n dirty approach where other languages like C# would be overkill. It makes sense to learn Lua and the Löve framework because Lua is used in many different applications today and also in other game engines likes pico-8. Another great feature of Löve is that it is also very easy to distribute, which makes your creations accessible to wider audience.

Multi-platform & Open

The idea behind love is that you create .love files which can be run by the love executable on every platform, e.g. linux, OSX or windows. The .love files are renamed .zip files in which you put your project source files. Another side effect of this is that you can always unzip any .love file you find, view the source and learn from it.


The best way to start learning is to check out the wiki on You can find a Getting Started Guide there which helps you install and set up a basic working environment.

Löve is mainly build on the following component:

  • SDL, simple directmedia layer
  • OpenGL, well known graphics library
  • OpenAL, for sounds
  • LuaJIT a variant of Lua, as the programming language

The great thing is that you don’t have to know anything about the first three components to create a game with it! Really the only thing you need to learn is Lua.

For beginners, I highly recommend reading Programming in Lua by Roberto Ierusalimschy who also is the leading architect of the language. That said, I will be covering some of the basics of Lua in this tutorial series.

What can be created?

The frontpage of Löve has some excellent examples of games made with Löve. This includes games like Mari0 and Move Or Die.


You see, Löve is not only a fast and easy to learn language but also has the power to be used in bigger projects. I hope this series of tutorial can give you some help so you can start to build your dream games soon.

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