I've been struggling with making a game menu system in Unity for some time now. I spent time developing a way to help myself understand how game menus are connected together. Right now, I'm calling it ...
I have a spell system I am creating, the principle is as follows: Each spell is an autonomous prefab. It contains a script with some properties (base damage, duration...) that can be modified in the ...
I did a tutorial which associated an integer to each state and manually set transitions from one state to another based on that integer, but that seems really sloppy. Is there a more elegant way? I ...
I am attempting to design a component-based architecture that allows Components to be dynamically enabled and disabled, much like the system employed by Unity3D. For example, all Components are ...
I'm trying to understand the reasoning behind Unity3D engine design and this is something I can't get my head around yet: why is transform data stored in a separate component, instead of being a part ...
I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited ...
I would like an abstract class, AbstractComponentAggregate, which has many AbstractComponents. Users of my framework will create their components by extending AbstractComponent and appending the ...
I am planning the development of a game in Unity3D, and trying to come to terms with what the engine has already provided, and what I must code myself. The game itself is going to be a rhythm game, ...