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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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…
Read more →
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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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. Creating…
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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 ScriptableObject s, 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…
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