Finite-state machines

By University of Games on under unity, unity3d, finite-state machine, finite, state, machine, behaviour tree, behaviour, tree, AI, programming, c#

One time when I was working on one of my first 2D platformer I had to implement an enemy - shooting alien. At beginning his behaviour



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Coroutines in Unity

By University of Games on under unity, unity3d, programming, tutorial, c#, code, coroutines, coroutine, yield, wait

Why, I can't simply run an animation in loop? I can bet $100 that every beginner Unity programmer approached this problem: For example, I want to


Using threads with Unity

By University of Games on under unity, unity3d, c#, tutorial, programming, threads, multi, multithreading

Unity + multiple threads = nope? Multithreading is an ability of processor to execute multiple threads concurently. Each thread execute sequence of programming instructions. So in theory you


Why clean code is important - Part 2

By University of Games on under unity, unity3d, clean, code, c#, tutorial, programming, article

Clean code – what next? Welcome in the second part of article about clean code. Last time we talked about importance of naming in programming and idea



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Why clean code is important - Part 1

By University of Games on under unity3d, tutorial, gamedev, programming, c#, clean, code, article, unity

Clean code Nowadays, developers are relatively easy to start creating their own games. They can easily find tons of tutorials on youtube, vimeo, blogs (like this


Unity Data Persistence with PlayerPrefs

By University of Games on under unity, data, tutorial, unity3d, programming, c#

How to store game state between sessions?! A lot of beginners becoming the first steps in gamedev industry reaching one problem – why the hell Unity doesn’