Glue:Reference:Why Use CSV

Introduction Glue provides very powerful integration with the CSV file format. The CSV file format is a simple text format which is compatible with all major spreadsheet programs (such as Excel, Open Office, and Google Drive). This article discusses why CSVs are so useful. CSV editing is easy CSV editing is very easy to do[…]

Glue:Reference:States:InterpolateToState vs InterpolateBetween

Introduction Glue automatically provides two methods for any Screen or Entity which includes multiple states: InterpolateToState and InterpolateBetween. Although both of these methods use similar concepts (interpolation using states) they have slightly different functionality. InterpolateToState is a function which requires only a single state argument and a time value. InterpolateToState is a function which continues[…]


Introduction Files which are added to Screens and Entities are (by default) loaded by generated code. Most files have an associated runtime type (such as PNG -> Texture2D or SCNX -> Scene) which can be used to access the information held in the file. Files create Static members Files are automatically added as static variables[…]

Glue:Reference:Menu:Settings:File Associations

Introduction The File Associations window allows you to customize the file associations for file types commonly used in Glue. All values initially start as <DEFAULT> meaning that those files will be opened with whatever the default for a given file is in Windows. Setting a specific file association in Glue will result in Glue using[…]


Introduction The PauseAdjustedSecondsSince method returns the number of seconds that have passed since the argument time, not including time spent paused. This method is similar to the TimeManager.SecondSince method, however it does not include the amount of time that the current Screen has spent paused. This method is purely a convenience method – it does[…]


Introduction The Destroy method is a method which can be used to destroy an instance of an Entity. The Destroy method is also used in generated code to destroy Entity instances that Glue is aware of. The Destroy method does not need to be called if an Entity was added through Glue, or if an[…]

Glue:Reference:Code:Screen Constructor:How are Screens Created

Introduction If you’ve been working with Glue then you are already instantiating Screens. Most situations require no knowledge of how Screens work “under the hood”, however you may be interested in understanding how Screens work if you are tracking down performance problems or if you simply are curious about how the system works. Fortunately the[…]


Introduction This property controls whether the variable created in generated code for a file includes its file path or not. This is often used if the same Entity contains multiple files with the same file name (such as “redball.bmp”), but if that file exists in different folders.


Introduction Events in Glue provide the ability to define custom logic which can get executed in response to certain actions in your game. For example, events can be used to navigate from one Screen to another when the user clicks on a button. If you are familiar with C#, then you are likely familiar with[…]


Introduction The InterpolateBetween method allows you to combine two states to create an in-between state. For example, consider a ProgressBar Entity that shows the player’s progress on a quest. The progress percentage may be any number, and creating one state for each number (1%, 2%, 3%, 4%, etc) is tedious and impractical. The InterpolateBetween can[…]