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AI & Software Engineering

Explore AI, AI Agents, software engineering, and the technologies shaping the future.

Tag: Game Development

Tech Notes

Unity in Practice 0013 – Physical Material 2D Introduction

WCSee, May 11, 2025May 17, 2025

In Unity, a 2D Physics Material (also called Physics Material 2D) is used to define how two 2D objects interact during collisions in the 2D physics engine (Box2D).

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Tech Notes

Unity in Practice 0012 – Blend Tree in Unity

WCSee, May 10, 2025May 17, 2025

A Blend Tree is a feature within Unity’s Animator Controller that allows you to smoothly transition between multiple animations based on one or more parameters (like speed, direction, or vertical velocity). It’s ideal for creating fluid and natural character movement.

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Tech Notes

Unity in Practice 0011 – Player Jump with Ground Check in Unity

WCSee, May 9, 2025May 17, 2025

To implement a player jump with a condition and ground check in Unity (using C#), you’ll typically use Rigidbody physics and a ground detection method like Physics.Raycast, Collider overlap checks, or Unity’s CharacterController.isGrounded.

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Tech Notes

Unity in Practice 0010 – Flipping a 2D Character Horizontally in Unity

WCSee, May 8, 2025May 17, 2025

To fix the left run animation that appears incorrect, you generally don’t need a separate animation for left movement. Instead, use sprite flipping to mirror the existing run animation.

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Unity in Practice 0009 – How to Use Sprite Sheets in Unity for 2D Animation and UI

WCSee, May 8, 2025May 17, 2025

In Unity, a sprite sheet is a single image file that contains multiple smaller graphics (sprites), often used for 2D animation, character states, or tilemaps. It helps improve performance and makes organizing related sprites easier.

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Tech Notes

Unity in Practice 0008 – Encapsulation and Inspector Access with Unity’s [SerializeField]

WCSee, May 8, 2025May 17, 2025

In Unity, the [SerializeField] attribute is used to make private fields visible and editable in the Inspector window of the Unity Editor. This allows developers to keep variables encapsulated (i.e., not publicly accessible in code) while still customizing them in the Editor.

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Unity in Practice 0007 – Very First Unity C# Code to Move and Jump a 2D Ball

WCSee, May 8, 2025May 17, 2025

This tutorial walks you through creating a simple Unity project where a 2D ball can move left/right and jump using keyboard input. It’s perfect for beginners who want to learn how to work with physics, input detection, and scripting in Unity.

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Tech Notes

Unity in Practice 0006 – Very first C# code to demonstrate how to capture input

WCSee, May 8, 2025May 18, 2025

As outlined in Unity in Practice 0005 – Create C# Script – Wonderful Code See , we created a Ball.cs C# script which allows us to capture keyboard input within the script.

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Tech Notes

Unity in Practice 0001 – Unity Introduction

WCSee, May 6, 2025May 17, 2025

Unity is one of the most popular game development engines in the world. It’s used to create 2D, 3D, AR, and VR games and interactive experiences for PCs, mobile phones, consoles, and even the web.

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Recent Posts

  • Chapter 5 — Major AI Agent Architecture Patterns
  • Chapter 4 — What Is an Agent Harness?
  • Chapter 3 — The Agent Loop: The Core Execution Cycle of an AI Agent
  • AI Agent Architecture and Engineering Practice Guide
  • Chapter 2 — LLM Application Architecture: Core Components and Engineering Foundations
  • Chapter 1: Rethinking AI Agents
  • The Key Milestones in the History of Artificial Intelligence (2026.08)
  • Building a Python-based AI Agent with LangGraph and OpenRouter: A Hands-On Guide
  • System Architecture Design: What Is It Really “Designing”? Understanding Through a Building Analogy
  • When Data Exceeds Memory: Choosing Between Pandas, Dask, and DuckDB for Efficient Analytics

Recent Comments

  • WCSee on Chapter 1: Rethinking AI Agents
  • WCSee on Chapter 2 — LLM Application Architecture: Core Components and Engineering Foundations
  • WCSee on AI Agent Architecture and Engineering Practice Guide
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