The first step to creating a great reusable development framework is to have a way of effortlessly sharing code across multiple projects. This is a little trickier than one might expect in Unity. Assets need to be a part of the project directory to be usable. Initially, I tried to follow the Asset Store model, exporting reusable assets as a Unity package and importing that into new projects. Unfortunately, this was a maintenance nightmare. Every minor update required a new export and a gaggle of imports.
I decided a better approach was to use symbolic links. This allowed me to maintain a single Framework folder, and with a tiny bit of setup, for that folder to appear seamlessly in all of my Unity projects.
Here’s how it works:
This year was my second time participating in the Global Game Jam, and my third 48-hour jam overall. Along that storied history, I’ve learned a few things about how to be an effective and successful (defined here as ending the jam with a playable prototype that isn’t embarrassing for something made in a weekend) jammer. Here are some of those learnings, distilled into handy, categorized-tip form.
Trouble with Apophis? As the final mission in the Grand Tour, Apophis is meant to be challenging! It requires mastery of the Thruster, an omni-directional rocket controlled with a virtual thumbstick. The objective is dramatic change of pace as well. Rather than attempting to scan the target for data, the mission literally puts the world on the line. Draw the asteroid off its collision course with Earth, before it’s too late!
Plenty of people have questions about how to pull this off. If you’re looking for some insight, check out this demonstration.