Basic Concepts in Unity for Software Engineers
I enjoy tinkering with Unity.<p>One thing that I am struggling with though is settling on good ideas for general architecture for structuring the logic, and then doing things like communicating between entities/objects in a scalable way. Not everything that needs to communicate exists in a nice parent-child relationship - occasionally you need to communicate "across branches" in a hierarchical tree when there is no other interactions such as collisions etc.<p>You can get a long way with just cobbling stuff together, but eventually you get into growing pains where it becomes a mess.<p>The "best" solution I have so far is awkward "god"/"manager" objects that act as glue to let everything access everything. There has to be a better way?<p>The nice with with Unity though is that the logic is in .NET IL so it is trivial to see how people are doing things and learn.