One of the most important Unity features is the ability to choose a rendering path. For those who are not very familiar with Unity, choosing (usually) between forward and deferred rendering paths may be something comparable to choosing between “normal” and “strange looking and something’s broken” rendering methods. To understand better why there is more […]
Month: May 2016
Finite State Machines [Part 3]
Here’s our final blog tutorial for the FSM. We will review what we’ve discussed on the first part, and implement the FSM System that we did before. Just a recap on the previous parts: This will be the loop of our FSM. First we initialize the FSM, create states, create actions, and map them all […]
Finite State Machines [Part 2]
Deeper inside FSM Finite State Machines are a sequential logic that are very low level. They can be used for simple decision-making logic. Let’s give a human example of an FSM: Input: Flips the switch State: Light Bulb is in the state of “On” Output: Light Bulb will now produce light for the room Inputs are any form […]
Finite State Machines [Part 1]
Finite State Machines might be something that all developers might have heard at least once in their few years starting game development in Unity. What is a Finite State Machine anyway? Well, there is a lot to cover that is why we’re going to do at least 3 parts. Basically, a Finite State Machine (or […]
Steamworks and Unity – P2P Multiplayer
Some time ago we talked about how to integrate Steamworks.NET with Unity game. It is a good start, but now let’s go further and talk about multiplayer in Steam. This won’t be a tutorial, but a guide on using Steamworks in your own game. We will be using Steamworks.NET library that is a wrapper to steam_api.dll. Please […]