Understanding FixedUpdate is important to create games that offer the same gameplay experience on all machines, no matter at what framerate the game runs. This article explains what FixedUpdate is… and what it isn’t.
Developers with an OOP background, no matter how experienced, struggle when they first stumble upon components on GameObjects in Unity. Alternatively, they enforce OOP principles in their Unity projects… and struggle later on.
This article tells you how to embrace component-based design.
This article will summarize how I build different types of camera setups. You don’t have to do it the same way, but the techniques I use might help you get a new point of view for how you can accomplish things in Unity.