Events or Interfaces Listeners?

If you’re reading my posts and you’re checking my public repositories, you might notice that I’m implementing UI with Events that are passing input to the controllers. This is really convenient as you have a clear separation between logic and display layers.

Background

To recap what this UI implementation looks like, let me first explain where it comes from.

From the beginning, I always tried to make my code modular, but I couldn’t grasp how to do it in a really clean way. It was literally taking me years, multiple projects and few programming languages to get to digging into design patterns finally. With them, I started to understand more of what I was doing and how easy it was to start taking care of your code and separate different layers from each other! ?

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Simple MVC for Unity

There are a lot of different implementations of MVC design pattern available for Unity, but I’ve noticed one problem with most of them.
They require a lot of knowledge about programming in general, and some of them use some fancy techniques which unnecessarily complicates your code.

And who wants to have hard to read and maintain code? ?

MVC

MVC stands for ModelViewController and is one of most used design pattern in IT, but not necessarily in Game Dev. This design pattern is used to separate your code based on use.

Here we have three parts of this pattern:
Model – these are classes responsible for storing and handling data.
View – these are responsible for handling displaying data and receiving input from the user.
Controller – and these are responsible for the logic behind the app in general. They also handle respond to the input from view, and they are passing data into views.

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Use strings in a clean way!

By the title of this post, you might already know what I’m going to tell you today. You might think that using strings in code might not be that harmful to your project but believe me, it will.

Why?

Each advice you get should start with the question “why?”. So let me explain why you should care about using strings in your code in a proper way! ?

The first of all, you shouldn’t hardcode values in your code in the first place! Of course, this is not always possible, but the programmer should always strive for greatness. ?

When using a lot of strings in your code, it’s starting to get messy. You have to remember where you put specific text, and if you are using the same strings in multiple places, then you have a problem. Especially when you want to make some changes… ?

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Coding animations in Unity

We all know that adding a few animations makes a game ten times better!
But what if you are a programmer and all you can do is to write code? You can animate from code!

Principles of Animation

One of the things that you need to understand before you begin to make animations is to start with 12 principles of animation. Those were introduced in the book: “The Illusion of Life: Disney Animation”.
This is a great place to start because it gives you some idea about how to make animations in general. At this point, there is a lot of videos that feature this subject and my favorite one is by AlanBeckerTutorials and I would highly recommend watching it first. ?

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