There are infinite routes in software development that lead to the same destination. Some paths are “Intellectual” while others are just “down and dirty. I’d like to think my approach is some where in the middle. Logical, but also making the deadline; going for speed, readability, and efficiently. And of course without the bugs.
Over the past year, off and on, I’ve been updating some inherited legacy Unity 4.x code; bringing it into the latest Unity version (2019.3x). What started out as a Windows desktop app is now being published as a WebGL project. The future may also include iOS and Android deployment as well.
Continue reading “Happiness with Unity’s Cinemachine”