State controllers in Unity can quickly get out of hand if you throw the kitchen sink into them. Taking the time to break apart your state machine and crafting pluggable components will make your system testable, flexible, clean, and composable. Disclaimer: While I’m going to provide examples, not all the implementation details will be explained as this post is meant to exemplify the high level concept of building pluggable AI.
First Things First 2017 was a great year for me personally and professionally. At work, I migrated from the Enterprise Resource Planning team to the Software Development team. I attended a couple conferences here in the Southeast. I participated in 3 game jams and several other projects through the year. I’d like to take some time now to reflect on this year’s journey and start thinking about the roadmap for 2018.
You could say I’m pretty green when it comes to knowing my way around the Unity game engine. Come with me on a journey through some core UI elements and a few silly examples, some of which may actually be practical in your next Unity project. Update Unity Preference I’m going to do you a real solid. Trust me, you’ll want to update the Playmode tint to a really obnoxious color like #E70C6EFF so that you know for a fact when you are in Play mode.