Recent posts tagged unity3d

Lucas S. Kowal 2 days in Articles 1 min read
Hi, I'm Lucas from Poland : I work primarily as a solo creator. Most people know me from the technical side - building games, systems, prototypes, and shipping projects on my own. But over the years, I’ve become just as interested in the psychologic...
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The Singularity Workshop Dec 3, 2025 in Articles 2 min read
In the Red Corner: Weighing in with a massive learning curve and complex boilerplate... the reigning champion of performance: Unity ECS DOTS! In the Blue Corner: Weighing in at a lean 45kb... the Object-Oriented underdog: FSMAPI! We are preparing f...
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wilsonanibe Dec 3, 2025 in Articles 6 min read
The Blender ↔ Unity Axis & Scale Problem: A Complete Technical Guide and How Unit & Scale Doctor Pro Solves It Reliably 1. Introduction — The Silent Production Killer Every 3D developer eventually encounters the classic trap: “It looked correc...
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The Singularity Workshop Oct 15, 2025 in Articles 4 min read
The FSM Agent Architecture: Scaling NavMesh Agents with Decoupled Logic We've mastered simple oscillating motion with the FSM Context Pattern; now, we apply this powerful architectural approach to a far greater challenge: Massive NavMesh Agent AI....
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The Singularity Workshop Oct 15, 2025 in Articles 4 min read
We've successfully established a reusable architectural pattern by isolating the data Context from the logic flow Finite State Machine for the three primitive motions: Rotation, Scaling, and Translation. We created three distinct, independent bluepri...
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The Singularity Workshop Oct 14, 2025 in Articles 4 min read
Completing the Motion Trilogy: The Reusable TranslationFSM We've conquered Rotation and streamlined Scaling using our FSM Context Pattern. In this article, we tackle the final primitive motion—Translation linear movement—to complete our core motion...
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The Singularity Workshop Oct 14, 2025 in Articles 4 min read
Applying the FSM Context Pattern to Scaling: The Reusable ScalarFSM In our previous article, we demonstrated how to eliminate Update spaghetti by applying the FSM Context Pattern to complex Rotation logic. The result was a single, reusable blueprin...
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The Singularity Workshop Oct 14, 2025 in Articles 2 min read
Escaping Update Spaghetti: Reusable Oscillation with FSM & Context in Unity If you’ve ever built a Unity object that needs to move or rotate between two points—like a swinging pendulum, a turret oscillating for patrol, or a security camera scanning...
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