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No matter what color you are or what sexual preference you have, in the end we are all just little astronauts. Passengers on this giant spaceship we call Earth, on a lifelong journey through time and space. I hope your journey brings you love and happiness. Happy Pride Month!
No matter what color you are or what sexual preference you have,...
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And just like that, it is finally done. It doesn't look like much, but I'm really happy to see my name in Unity's package manager. I will post a more comprehensive reel about Awesome Accessories soon.

If you don't want to wait, you can check out the package right now. The link to the package can be found in my profile.
And just like that, it is finally done. It doesn't look like muc...
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Writing documentation all day really drained me. That's why today I left my Instagram account to ChatGPT. So the AI can enlighten you about the different modules of Awesome Accessories.

To be honest, ChatGPT tends to exaggerate a bit. I think the AI had one or two too many coffees this morning. But beyond the marketing blah blah, I think Awesome Accessories is really very helpful.

You probably won't need every module and service in your game. But one or the other feature can be very helpful. I look forward to your feedback once I release this Unity Package.
Writing documentation all day really drained me. That's why toda...
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In order to make this collection of utilities more accessible, I have defined some core concepts that I stick to when developing this package.

Services

Services are the core of this collection of development utilities. They are always self-contained by design. All dependencies must be injected using the appropriate constructor. In most cases, I have provided meaningful defaults. You can use as many instances of the same service in parallel as you like.

Managers

Managers are used to connect services & behaviours of this package in Unity. All managers are singletons by design. This means that you can only have one instance of a particular manager in your scene. All managers expose settings in the Unity editor. To find out about the available settings of a manager, please refer to the README of the respective module (or namespace).

Behaviours

All the scripts you can use on any game object in Unity are called behaviours. They are usually used to take advantage of a single feature of a particular service. For example, they are used to synchronize the volume defined by the AudioService with other audio sources. Most behaviours depend on the existence of certain managers. You can find out which managers are required for a particular behaviour by looking at the README of the behaviour's module (or namespace).

Communication & Events

All services use delegates to communicate changes or other service-related events to the outside world. Managers listen to these delegates and (if necessary) publish events using the PubSubManager. Behaviours always use the PubSubManager to listen for events of interest. To find out when an event is triggered, please refer to the README of the respective module (or namespace).

Awesome Accessories will be available soon.
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In order to make this collection of utilities more accessible, I...
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