Unity Reverie

Meditations, experiences and visions of code

Tag / unit testing

October 27, 2013

A Strange Camera System in Unity: Part I

Waypoint Flythrough

While prototyping out a recent project, I found it quite easy to make an interesting, dynamic camera with StrangeIoC serving as the backbone. Once setting up the necessary bindings and creating unique Signals that will be dispatched throughout, certain stateful information and a View to perform Unity-specific Camera operations can be achieved with ease. I’ve …

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September 27, 2013

Getting Strange with Unit Testing in Unity

Unit Testing in Strange

Unity scripting can become cumbersome at times without a clear-cut discipline, organization, or framework. Being a component-based design, attaching/detaching or enabling/disabling script “components” on a GameObject which must inherit from a MonoBehavior can get rather clunky with added complexity. Oftentimes we wish to introduce business logic or maintain state without caring about UnityEngine dependencies, and …

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