Fruit Ninja 2 Tech Talk: Creating with data-driven components
summary
Halfbrick builds a small MVVM-like system that lets artists and designers wire UI to player data without code: DataBinding component uses reflection to target component properties (Sprite, Color, Text, SetActive) and pulls values from scriptable-config-backed data sources, updating in real time. An Animator bool param helper drives animation state. Demo shows unlocking events, timers, icons and progress populated instantly from the data array — workably simple, editor-driven, and fully functional in the demo.
AI-written summary · about
chapters (12)
- 0:00Intro
- 1:13Components
- 6:15Event Properties
- 8:23Demo Scene
- 9:55Data Sources
- 11:36Event Cards
- 11:58Scene Manager
- 12:15Updating Art
- 15:09Active and Unlocked
- 19:48Animator
- 21:54Data Source
- 22:46Outro
related talks
15mMaking artists happy in Unity
01h 04mBuilding Design Systems for Scale: From Tokens and Components to Motion & AI Tools
36mGame Development in SwiftUI
28mAppetite for Components
59mPixels and Words
24mAtomic Design : A recipe for success
31mDesigning Media Friendly Jetpack Compose Components
39m AAA Game UI Framework Powered by Python
