There seems to be a lot of confusion about how Unity handles the end of the life of an object. This article is meant to shed some light on the Object.Destroy method – what really happens and what that means to you.
Your game needs to do something right when it starts. Like creating an object that needs to exist everywhere in the project. This article is about some bad implementations to do this, and some better alternatives.
The word “serialization” isn’t necessarily a term you learn about in your first year of programming, but it refers to a very basic IT concept that every Unity dev sooner or later comes in contact with. This article is meant for Unity beginners as a short explanation about the term, what it means in Unity,…
The term “Singleton” comes up rather often once you’re past the first few hurdles in coding for Unity, and upon researching it, you likely have seen anything from it being a really bad thing to it being that one solution you absolutely need.
This article explains what a singleton is, and what it isn’t.
Strings can be found in many places throughout the Unity Engine. Your first steps with Unity are very likely to involve using some strings at some point, because that’s what many resources tell you to do.
However, the sooner you stop using them for your architecture, the better.
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.