For quite a long time, Unity installer came with a custom MonoDevelop distribution to assist Unity developers with starting with game development. At that time, it was the only available option for many, since other solutions were simply too expensive. Visual Studio Community was then introduced, and almost immediately it became the default Unity C# IDE, but only on the Windows […]
Tag: Scripting
MonoBehavior calls optimization
What if I told you that Unity can be wasting a lot of CPU performance just by calling your MonoBehaviour functions? It doesn’t really matter what your scripts are doing. If you have hundreds or thousands of them, you should be aware that there’s a new field of optimization. Magic methods MonoBehaviour functions calls are slow. And I’m […]
You don’t need that comment!
Let’s talk about programming. Since you’re a Unity developer then most probably you had to do some programming, unless you use Playmaker or something similar. As a programmer you most probably want your code to be as readable as possible, because sooner or later you will have to work on it knowing why you’ve done something […]
Let It Snow! How To Make a Fast Screen-Space Snow Accumulation Shader In Unity
Have you ever wondered how much time does it take to apply snow to all of the textures in your game? Probably a lot of times. We’d like to show you how to create an Image Effect (screen-space shader) that will immediately change the season of your scene in Unity. How does it work? In the images above you […]
Debugging Web Services With Fiddler In Unity
In order to empower your Unity game with useful features like user accounts, leaderboards, achievements, and cloud saves, you are going to need a web service. Of course, you wouldn’t write one on your own, so most probably you’re thinking of using services like GameSparks or App42. If so, you should learn how to debug it. Having a […]
Coroutines in Unity – Encapsulating with Promises [Part 3]
In the last part of the series we’re going to build a real example of a REST API Interface using Unity’s Coroutines as an internal web requests tool and Promises as an encapsulation layer. We’re going to use the fake REST API service available for everyone to test their services on. It’s a simple […]
Coroutines in Unity – Encapsulating with Promises [Part 2]
In the last article we focused on the internals behind Unity’s Coroutines and went in depth on how they work. We covered IEnumerator interface and iterator blocks to get a grasp on how the engine takes care of the coroutine functions. We’ve also managed to list a few problems with the implementation and shortcomings that […]
Coroutines in Unity – Encapsulating with Promises [Part 1]
Every Unity developer should be familiar with Coroutines. For many they are the way to script a lot of asynchronous and time-delayed tasks. If you’re not up to the speed, they’re pretty much special methods that can suspend and resume their execution for any time desired. In practice, they can be perceived as an illusion […]
7 Ways to Keep Your Unity Project Organized
I saw a person on Quora the other day, asking how programmers are able to write projects that consist of over 10,000 lines of code. When software gets bigger, it is more difficult to maintain and that’s a fact. So here’s the thing – if you don’t keep your project organized, you’re going to have a hard time […]
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 […]