Are you interested in using threads with Unity? Wondering what promises, if anything, have to do with threads? In this post I answer an interesting question from Morgan Moon of Cerebus Interactive about the C# promise library, threads and Unity. I’ve been wanting to talk about threads for a while, so let’s get into it.
Do you need a better way to structure your Unity UI and reduce complexity? Are you looking for a cohesive way to coordinate the multiple parts of your UI?
Do you need a better way to structure your Unity UI and reduce complexity? Are you looking for a cohesive way to coordinate the multiple parts of your UI?
Have you ever struggled to keep a game or application working as it evolves and as the complexity ramps up? Software is composed of a suite of interacting components that are wired together in a particular way. As the number of interacting components grows the wiring and the number of connections between components grows exponentially (a phenomenon known as Metcalfe’s law).
Have you ever struggled to keep a game or application working as it evolves and as the complexity ramps up? Software is composed of a suite of interacting components that are wired together in a particular way. As the number of interacting components grows the wiring and the number of connections between components grows exponentially (a phenomenon known as Metcalfe’s law).
There are times when you need to search the Unity hierarchy for particular game objects. Often you need to find them by name, tag or component type. I have found that on occasion I’ve wanted to wanted a more expressive and flexible way of finding game objects. Some years ago when I was attempting to improve my skills in CSS hackery I made an important connection.
Every so often, be it in game code or in an editor extension you will need to traverse the scene or a part of the scene to perform processing on game objects.
Are you struggling to understand how to use promises in Unity? This article demonstrates, example by example, how to represent Unity’s common asynchronous operations as promises.
NOTE: Since writing this article we’ve started using Behaviour Designer. It’s expensive (for the asset store) but it is really good and I highly recommend it.
In my previous article I talked about Unity and Visual Studio: using Visual Studio to edit and maintain your Unity code. In that article I talked about working with source code directly in your Unity project.