NUnit 2 Cheat Sheet for #Unity developers

Posted by SirGru on Mar 16, 2017.

Unity 5.5 ships with NUnit 2.6. It is accessible through the Window menu, Editor Test Runner. The documentation on NUnit 2 is good, but admittedly isn't very accessible. I will provide my collection of most important attributes and assertions, also with my comments (taken at the time of Unity 5.5 release), saving you the trouble of having to click through the whole documentation. My comments are shown in italic.

#Unity, #UnityTips: ScriptBehaviour predictions

Posted by SirGru on Mar 09, 2017.

My analysis of ScriptBehaviour and the implications of suggested designs at Unite 2016

#UnityTips: How to use interfaces in #Unity scripts (part 3)

Posted by SirGru on Mar 08, 2017.

The upside and drawback of using interfaces in Unity scripts vs base classes, where to use them, when you must use them, and how to use them.

#Unity, #UnityTips: Rename Refactoring without changing your prefabs values (part 2)

Posted by SirGru on Mar 07, 2017.

For part 2 of this article I will focus on the classic problem of Rename Refactoring when using Unity.

#UnityTips: One change in code that could inadvertently change your prefabs: Enums (part 1)

Posted by SirGru on Mar 06, 2017.

Here I show a simple distinction about Unity serialization that could save you a lot of debugging and prefab-modifying time. If you thought changing code in your scripts is safe for your data, you might be mistaken.

MeshCombine wizard and Source Code available

Posted by SirGru on Dec 05, 2016.

MeshCombine wizard and Source Code available here

Ring Buffer Data Structure + Source Code

Posted by SirGru on Nov 04, 2016.

RingBuffer is one of those simple, useful data structures that you don't get in the .NET Framework (or not quite the way we want it) and can be useful in certain situations within game development when we want to pack the data tightly. Here is the complete implementation with link to source code.

AI architecture proposition (DEAT)

Posted by SirGru on Sep 11, 2016.

There are quite a few well known techniques in the modern world of AI for games. There are decision tress, finite state machines, hierarchical finite state machines, behavior trees, 2nd generation and event-driven behavior trees, goal oriented behaviors, goal oriented action planning, hierarchical task network… to name the most prominent ones in order of complexity. The decision which one to use comes down to weighting complexity vs. benefit, and the availability of libraries for some developers. I have been researching the topic recently and have decided to make my own AI model for fun and practice. It is not meant to be the best, most perfect thing ever, it is one solution to the problem. The major benefit is simplicity and speed in all aspects. What is it and how to do it? Read on…

VS Code Syntax Coloration for Unity

Posted by SirGru on Aug 29, 2016.

Since Unity Technologies is now closely collaborating with Microsoft, it's relatively easy to set up Visual Studio Code editor to work with Unity Engine. You do get intellisense and advanced debugging capabilities, but you don't get syntax coloration properly like in full Visual Studio. Read on how to mitigate that to a degree.

Hg setting up pre-hook to not allow commits when there are unknown files

Posted by SirGru on Aug 19, 2016.

By default Hg will not warn you about the files created, but not yet added. This can create a situation where you have created a commit, but that commit does not include newly created files. Everything seems fine, but the push is incomplete....

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