Ali Emre OnurPathfinding Algorithms & Implementations In UnityIt is pretty surprising that the A* algorithm, the one being used in Unity’s NavMesh system for pathfinding, was actually found at 1968. In…Feb 28Feb 28
Ali Emre OnurAsync/Await & Unity AwaitableIt has been a long time since my last article — so, I hope all of you are doing well. This article will focus on the basics of async/await…Sep 25, 20233Sep 25, 20233
Ali Emre OnurAddressables In UnityThe Addressable Asset System (Addressables) is a content management system that is built on AssetBundles.Oct 9, 2022Oct 9, 2022
Ali Emre OnurState Pattern In UnityUntil digging into more detailed projects, I was happy sticking with basic enum definitions within the class for managing the Finite State…Jul 14, 2022Jul 14, 2022
Ali Emre OnurBig-O NotationBig-O (O) is a mathematical symbol that points out the worst-case scenario of an algorithm in terms of time and input size. In the space of…Sep 17, 2021Sep 17, 2021
Ali Emre OnurActions and Func In UnityOn my previous article, I have explained Delegates and Events in Unity. Well, Actions are basicly the delegate and the event together. As I…Sep 2, 20211Sep 2, 20211
Ali Emre OnurDelegates & Events In UnityI have started learning Unity in 2019, and Events were the part that felt me overwhelmed — which slowed my pace of learning for some time…Sep 1, 2021Sep 1, 2021
Ali Emre OnurCommand PatternEver wondered how the rewind/replay functionality works in games? The answer lies within the command pattern design system. Simply, the…Aug 17, 2021Aug 17, 2021
Ali Emre OnurObject PoolingObject pooling is a design pattern mainly used for preventing continuous creation and destruction of a type of object — in other terms…Aug 16, 2021Aug 16, 2021
Ali Emre OnurUI Optimization In UnityOn my previous article, I have tried to explain some main optimization topics in Unity. In this article, I will be focusing on Optimizing…Jul 27, 2021Jul 27, 2021