Eyas's Blog

All Posts

A Brief Tour of the Unity Editor

Original

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 (now updated and available as a book), 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.

Read more →

Unity Input System, from Basic Principles

Original

In the third installment of the Unity for Software Engineers series (now updated and available as a book), 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.

Read more →

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

Original

This is the second installment in my article series, Unity for Software Engineers (now updated and available as a book). 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.


Read more →

Basic Concepts in Unity for Software Engineers

OriginalPublic Domain

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 (now updated and available as a book). 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.

Read more →

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.

Read more →

148