Eyas's Blog

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Unity Archives | Page 2 of 3

Audio in Unity

Let's talk about all the ways you can play and manage audio in your game. Audio makes an interesting topic; it's relatively easy to get some audio playing in your game, but it's often unclear how to move from the simplest use case to a slightly more complex one. This is Unity for Software Engineers , a series for those seeking an accelerated introduction to game development in Unity. More is…

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Rendering Essentials in Unity, for Software Engineers

While most Software Engineers interested in game development will be most excited about the programming aspect of making a game, you'll need some familiarity with graphics, animation, and sound to be successful. This is especially true if you're trying to work solo. While a wealth of assets and resources are available in the Asset Store (especially when it comes to reasonably-priced paid…

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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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