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Thanks for making this! I agree, there is a lot missing from Unity resources for experienced software engineers from other disciplines.

Some things I would really like to figure out are some of the idiomatic ways monobehaviors are structured, the variability between them, how best to separate game logic from implementation specifics, and best practices for reusability in real life, beyond what most of the tutorials teach.

Subscribed. Looking forward to seeing the next set of articles!




Thank you! I'll bookmark this comment as I'm trying to take stock of what would be most helpful.

There are two kind of opposing directions I see a need for:

- "Beginner Unity" take tailored for an Engineer. E.g. let's talk about the input system, frame-rate independence, overview of rendering/lighting, a high level overview of the editor, etc. And get that out of the way.

- Satisfying what I might call a thirst for idioms/best practices from a SWE perspective. E.g. separation of concerns in MonoBehaviors, using ScriptableObjects, etc. Also maybe overview of things like "Should I still use Git with Unity or look into Collaborate?" and the like.

My current sense is that I'll end up toeing the line between these two. But, regardless of this specific series, I enjoy writing about best practices and software patterns in anything I'm working on, and Unity is no exception -- so stay tuned!


Yes I think both of those directions would be very helpful. Appreciate it!




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