Tag: c#

Event Hubs in Unity

I’ve abandoned more Unity game projects than I can count, and it’s only recently that I’ve started to develop in a way that feels sustainable. Something I’ve always struggled with is how to organise my code — designing a game that’s fun to play is one thing, but designing systems that are easy to work with and don’t become unwieldy and bogged down after a few months is another thing entirely.

Turns out it only took a year of working in software professionally to show me that there are some really easy ways to fix these project-destroying patterns, and you can start using them immediately.

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