Eyas's Blog

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

Understanding Unity Engine Objects

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We already discussed Game Objects and Components as two of the fundamental building blocks of the Unity Engine. Today, we'll discuss their programmatic representation.

This is Unity for Software Engineers, a series for folks familiar with software development best practices seeking an accelerated introduction to Unity as an engine and editor. More is coming over the next few weeks, so consider subscribing for updates.

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I Still Dislike My Home Work Setup (and I don't know what to do about it)

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Six months in, I still hate my work from home setup. I can't be the only one with problems, but my inability to figure this out makes it feel like it. This is either a rant or a plea for help; I can't decide which.

Of course what lies ahead is a collection of complaints about good problems to have: the fact that I find switching between a home/personal setup annoying is enabled by the fact that I still have a job, and I can work from home. But my wrists seemingly cannot read a room, and still want to complain. So here we are.

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A Brief Tour of the Unity Editor

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Those picking up Unity will likely have a lot of questions about the Unity Editor. How do I navigate it? What is a good development workflow using the Editor as my IDE? Can I circumvent the editor and just do things programmatically? This article will give you a brief tour of the Unity Editor, helping orient you around the environment. We'll explore how keeping everything in code can work, and why you might want to fight that urge.

This is Unity for Software Engineers, a series for folks familiar with software development best practices seeking an accelerated introduction to Unity as an engine and editor. We already covered foundational concepts, high-level best practices, and the Input System. The series is specially tailored for those who learn best as I do: starting with first principles and working your way upwards.

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6 Software Practices to Keep, Shed, and Adopt in Unity

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This is the second installment in my article series, Unity for Software Engineers. Check out the first article about six fundamental concepts in Unity. I'll be releasing additional installments over the next few weeks, so make sure to subscribe for updates. The series especially tailored for those who learn best as I do: starting with first principles and working your way upwards.


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