On November 19th I gave a technical talk to the Utah Unity Users Group about adapting to Unity's component architecture when coming from a traditional C++ style object-oriented programming background.
In talking with lots of Unity beginners over the last half decade, I kept hearing and seeing many of the same stumbling blocks, mistakes, and points of confusion, and I wanted to address them here.
This talk is aimed at programmers – particularly those who feel like they're constantly struggling against Unity's structure and coding conventions – and features some real-world use cases from our upcoming Unity-based game Legacy of the Elder Star.
I'd love to hear if this presentation helped you out, or if it just made you more confused. Drop a comment below, or shoot me an email!