Last year I introduced a Unity-based model-view-controller (MVC) design pattern and in the many comments on that article, a theme arose. The “model” part of MVC is arguably not necessary since Unity stores so much of the data itself. Today’s article takes that theme and elaborates on it to create and introduce a new Unity-specific design pattern. Read on to see how this adaptation of MVC works!
Posts Tagged view
What do you do if you want to use the Model-View-Controller (MVC) design pattern in your Unity app but you don’t want to use a framework like StrangeIoC? With a little thinking about the problem I think I’ve come up with a simple yet effective pattern to follow that doesn’t require you to use any framework. In today’s article I’ll talk about each part, how the parts fit together, and how you can use MVC to cleanly organize your “pure code” app. Whether you’re an MVC newbie or just want to see a new take on MVC in Unity, you’re sure to learn something today!
My article Stage3D Pipeline in a Nutshell is a conceptual journey through the phases of the 3D pipeline, but today I’m going to talk about the practical side. What code do you write if you want to transform points and vectors from one space to another? This article will show you how to do that.
Now that we know how to use textures with an alpha channel in rendering Stage3D
scenes, let’s see if we can cut the performance cost so we can use them more often. Today’s article will show some tricks to optimize your rendering loop.