Eyas's Blog

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

Gamedev Archives

Understanding Unity Engine Objects

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…

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A Brief Tour of the Unity Editor

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…

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Unity Input System, from Basic Principles

In the third installment of the Unity for Software Engineers series, we cover Unity's Input System from basic principles. 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. Handling player input will likely be…

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

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. Software…

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Basic Concepts in Unity for Software Engineers

If you're trying to get into game development as a Software Engineer, finding learning materials with the right level of context can be challenging. You'll likely face a choice between following materials introducing you to basic C# and OOP concepts while also describing Unity concepts, or starting with advanced tutorials and be left to figure out the core concepts deductively. To fill that gap, I…

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