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 model
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!
One essential to a Stage3D
app is the ability to manipulate models in the 3D scene. Today’s article presents a class for making this really easy by avoiding all the manual work you’d to to save translation, rotation, and scale values as fields and manipulate various Matrix3D
instances. Read on for the source code and a demo app.
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.