Eyas's Blog

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Unity Input System, from Basic Principles

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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.

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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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Basic Concepts in Unity for Software Engineers

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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’m writing a series called Unity for Software Engineers. This is the first piece, and I’ll be releasing additional installments over the next few weeks, so make sure to subscribe for updates. The series is intended for folks already comfortable with programming and software architecture, especially those who learn best as I do: starting with first principles and working your way upwards.

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All the places a ScriptableObject is stored

In Unity, architecting games using scriptable objects is gaining traction. Data represented as a ScriptableObject can be decoupled from specific runtime objects, referenced liberally in prefabs, and used to streamline communication across objects.

A serialized ScriptableObject can be stored within its own asset file, within another asset, or even directly within a scene.

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Making Sense of Patterns in Unity's Adventure Game Tutorial

If you recently went through or reviewed the 2016 Unity Adventure Game tutorial and left with more questions about their design choices, this article is for you. Likewise, if you’re interested in the very different patterns you can use with ScriptableObjects, you might find this of interest too.

Two cases of interest here are how it models an RPG game’s “Conditions” and “Reactions” both as ScriptableObjects. But each piece of the game is modeled very differently:

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