In the previous post I’ve covered the essentials of Unit Testing and NUnit in Unity and now let’s get into things that can help speed up and improve the process.
I’ll go over useful attributes and asserts, naming conventions, and how to run tests from the IDE and the command line.
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But first, let’s cover the common …Unit Tests are a way to be more sure of the changes you are making, a way to reduce the number of defects, catch errors as soon as possible and Unity provides Unit Testing support out of the box. For a long time is was named Test Runner, but starting with Unity 2019.2 it is a separate package and has a new name – …
Read MoreUnity is an excellent development platform for anyone new to building games. You can use it to create and run both 2D and 3D games on multiple platforms. This provides a lot of freedom to explore the creative process. It is the direct competitor of the Unreal Engine and has a lot of respectable features that set it …
Read MoreAssembly Definitions are a new way Unity allows us to organize the code by creating separate assemblies and specifying dependencies between them. It first appeared as preview in Unity 2017.3 and became more functional in later releases. Assembly Definitions can also be called asmdefs for short. In this tutorial let’s …
Read MoreIn the previous article, I’ve briefly mentioned my Unity Editor UI Library and wanted to go more in-depth on how I started structuring custom Editor code and why not go the default way. Unity Editor UI (IMGUI) In its current form Unity Editor UI (IMGUI) leads to really messy and unreusable code, and while making a …
Read MoreParticipating in game jams, we sometimes did a bit of practice, coming up with random ideas before the actual game jam, before the theme was revealed. We just took themes from previous jams, from one place or another, and did brainstorming sessions. And so I thought about making a tool that would generate random themes …
Read MoreMy first attempt at making a Unity plugin – was a plugin that showed your current selected scene in the project view, which was useful when you needed to go through all the scenes to change something and I thought I could share it for free via asset store, although i would do this via code now, nether the less – it was …
Read MoreWe wanted a way for the player to not get stuck while playing and here is how we tackled that problem… Articles: • Level Creation • Rewinding Time • Recorded Solutions • Testing Automation (coming soon) We think that simply letting the player skip levels would be a bad idea as the player won’t learn the techniques …
Read MoreIndie developers often wear a bunch of hats at the same time, so in this article, we will also be delving into the design and hope it will also be helpful Articles: Level Creation Rewinding Time Recorded Solutions Testing Automation (coming soon) While developing and playtesting our game we noticed that it required a …
Read MoreThis is a series of articles on a particular feature that spawned a lot of value and proved to be a good move. I’m talking about the ability of time manipulation. Sadly it is only possible inside the game but we’ll still talk about it. We will use the game we are currently working on as an example. Lintrix is a …
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