Unity DOTS/ECS is powerful at processing huge amounts of operations. This performance relies on data lookup in continuous chunks, but what if you encounter dependencies between entities and have to jump between chunks? All entities should follow a moving target or entities should react to actions from another Entity? This post highlights how entities can interact with each other and what implications this has on performance.
In this blog post I will demonstrate how to use Unity’s EntityComponentSystem as well as Burst compiled Jobs to build a dungeon builder game like the good old DungeonKeeper.
This awesome old game turned out to be the perfect example to show of some techniques that will hopefully help you to get into the mindset of DOTS and EntityComponentSystems.
Summary In this article you will learn a simple way how to customize the project window of the Unity Editor. We will create a little framework to let the user show additional columns with information about the assets. I will guide you through every step so everything should be clear even for beginners in editor […]
As a game developer and especially as a mobile game developer when you build a game you have to deal with a lot of asynchronous work.
Reactive paradigm offers a nice and flexible way to handle async events.
In this article I will give an introduction to Reactive approach and highlight its benefits.
Automated Testing promises higher quality code and early detection of malfunction! However when you start unit testing your code, the tests often grow into a maintenance monster.
You have heard the myth of the monster or seen it yourself ? Then this post is for you!
I’m Friedrich Wessel, Senior developer at InnoGames, and I’m going to talk about how to write unit tests inside Unity and the best practices I have learned to avoid the hungry monster.