Eyas's Blog

Occasional musings on software development, tech, the Middle East, and anything else.

Unity Short: Building User Interfaces

For the third and final "short" of this week's Unity for Software Engineers , I give an overview of building in-game User Interfaces in Unity. As a reminder, this week's installment is packaged as a series of short-form outlines, introducing readers to the breadth of the Unity toolkit. Just like rendering and the Input System , Unity has a few technologies that can be used to render UI in a…

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Unity Short: Physics Raycasting

Continuing the "shorts" week in the Unity for Software Engineers series, today we'll be discussing Unity's Physics Raycasting . As a reminder, this week is packaged as a series of short-form overviews, introducing readers to the breadth of the Unity toolkit. Raycasting is Unity's way of checking collisions between objects in the scene and an invisible ray with a given geometry. Raycasting…

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Unity Short: Pathfinding with NavMesh

For the 10 th installment of Unity for Software Engineers , we'll be doing things a bit differently. Instead of a single long-form article going in-depth on a single topic, I will be releasing a collection of short-form overviews over the course of this week. The goal: introduce readers to a breadth of the Unity toolkit. Pathfinding with NavMesh Pathfinding is a common system in video games…

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Using Animations in Unity

In solo game development, you can't just stick to your strong suit. If you're a Software Engineer trying out solo game development, being a solid developer will only get you so far; even if you're using assets made by others, you'll still need to know how to integrate them into your game tightly. Animation is a great example. Imagine a character model has animations for walking, running, standing…

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Translating your Development Toolkit to Unity

Whether you're a backend, UI, web, or full-stack developer, much of the Software Development toolkit looks similar. Even when the exact tools are different, the toolkit translates intuitively between fields: version control systems, debugging and profiling tools, editors and language servers, and package managers work together similarly. What do these tools like when developing software and games…

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