In this article I want to take you on the journey of how we managed to reduce our mobile client build times from over one hour to about 20 minutes for God Kings.
INNOGAMES STORIES

Unity`s “Performance by Default” under the hood
Introduction Around two years ago Unity published the first version of their new tech-stack regarding “Performance by default”. The big thing everybody was talking about was their new Entity-Component-System (ECS) that enabled super fast CPU-based simulations like the Boid demo and the Mega-City. The key aspects to reach this high performance are: Cache friendly memory […]

Terrain Shader in Unity
A lot of games these days are offering huge game worlds for the players to explore. Besides beautifully textured buildings, plants and creatures that inhabit your world, it is often the ground that will fill up most of the space of your scene. So, getting the visuals and performance right is important and a bit […]

Dependency Resolver: In-House Unity Package Manager
In 2016, InnoGames started a new service department called the Core Department. One of the departments responsibilities is to provide centralized packages (payment, single-sign-on, general tools, etc.) for Unity-based games and an environment around to deliver and to also having the games collaborating with us on those packages easily.

Customizing Unity’s Project Window
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 […]

Reactive programming in Unity game development.
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.

How to avoid the Unit-Test-Monster
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.