Hello, people of the internet.
I know I haven’t been very active here lately – which is due to many factors such as work and life AND last but not least a general lack of inspiration that has very recently been blown away.

As some of you might now, I had the honor to be Unity’s guest this year and attend Unite 2018 in Berlin and as I see some negative nancies complaining and withholding a lot of information ….

 

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Generally speaking, making a build with Unity is as easy as it gets really. Select your target platform – get some settings done depending on what you are making a build for and then press a button – done!

To be completely honest with you – if you are working on a little side-project as a hobby, that’s probably all you are going to need and there is no point in doing anything else – however, it is nice to know that you can customize this process and a lot of people in professional settings do that.

 

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Ever since I started programming with Unity I heard a lot of people say that Unity’s biggest downside is that you can’t use multi-threading except for utilizing CoRoutines (which, by the way, aren’t exactly multi-threading anyways (I’ll get into that in a future post)!) Doing a bunch of research and actually getting some insight on this topic I realized that this is quite the bullshit statement – you can in fact multi-thread within Unity, there are just some things you have to consider when you are attempting it. This article will give you a basic understanding of what multi-threading is, how it works and how to implement it safely in Unity.

 

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I wrote a blog entry on performance optimization before. It focused on how code optimizations can enhance your performance by about 50 percent.You can check it out here!

This tech demo goes a bit deeper and to do that you’ll first have to understand what Unity does under the hood. Unity utilizes a messaging system that lets you use a bunch of functions that will be called at specific events during runtime. Said functions are your basic Awake(),Start() and Update() for example.

 

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I did a lot of research on the topic of performance optimization in Unity. I recently added all of them up and compared the results to decide whether they are worth it or not. Obviously, there is no such thing as too much performance but with having clean, pretty code in the back of your mind, you have to evaluate and see to which extent code optimization is worth it. You’ll grasp the full meaning of this if you continue reading.

 

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I worked out a little library for you to easily implement Behaviour Trees into your Unity Projects. You’ll find a Link to the GitHub Repository at the very end of this page.
The Library is fully commented but I decided to post the documentation and explanation of Behaviour Trees here as it might be helpful for some people (You can thank me later!).

 

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