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20 Advanced Coding Tips For Big Unity Projects 

Tesseract
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End spaghetti code! Learn the tools you need to write scalable, well-structured, clean code. So many game developers are forced to scrap their ambitious Unity games because they don't know these tips. As a young, self taught game developer, I didn’t discover these tools and techniques for years. Hopefully this video will help you to skip the learning curve and expose you to some of the more advanced programming devices that don’t get enough attention from the plethora of beginner Unity tutorials.
//chapters
00:00 - Intro
01:12 - Variable Names
02:11 - Comments
02:58 - Encapsulate in Functions
03:36 - Plan Your Code
03:57 - C# Properties
04:38 - Serialize Field
05:02 - Component Architecture
06:00 - Enums
06:25 - Coroutines
07:32 - Invoke/Invoke Repeating
08:03 - Structs
08:50 - Singletons
10:38 - C# Events
12:34 - Unity Events
12:56 - Interfaces
14:34 - Inheritance
17:50 - Scriptable Objects
19:15 - Custom Editor Tools
20:25 - Use Version Control
21:00 - Refactor Often
21:38 - Outro
//socials
Instagram: tesseract.yt
TikTok: tesseractyt
//long description
So you finally decided to begin work on your “dream game”, a fantasy MMO RPG sandbox battle royale powered by a blockchain economy. What could possibly go wrong? Then, two months later, progress comes to a grinding halt. You have scripts that are a thousand lines long, you’ve forgotten what your old code does, adding new features means you have to rewrite three old ones, every script relies on every other one, and overall, your project becomes an unorganized, unmanageable, confusing, dumpster fire of spaghetti code. Tragically, you are forced to scrap the project and give up on your game dev dreams. Sound familiar?
There are hundreds of hours of Unity tutorials online, but very few are geared towards more advanced developers aiming to create large scale commercial games. That’s why I’ve compiled a list of some of the most valuable unity coding tips that I’ve learned over the years, along with examples of how I’ve actually used these techniques in my own game. Hopefully, by the end of the video, you’ll have the tools you need to write scalable, well structured, clean code that won’t come back to bite you down the road.
//music
Evan King - Nightmares and Violent Shapes
ru-vid.com/show-UCT1Z...
contextsensitive.bandcamp.com/
Internet Historian: Sthlm Sunset - Ehrling, A.X - Ehrling, Night Out - LiQWYD
• Internet Historian Mus...
Music from Uppbeat (free for Creators!):
uppbeat.io/t/mountaineer/fly-...
License code: VVIYH4NIZH0ARSHF
uppbeat.io/t/hartzmann/joyful...
License code: AMYFJECHAZAJGCMI
uppbeat.io/t/swoop/lucidity
License code: Z6V3SJ5TMSRFUKKU
uppbeat.io/t/movediz/summer-v...
License code: F9CFDRM8JFBQIVOD
//hashtags
#unity #unity3d #unitytutorial #gamedevelopment #coding #programming #indiegame #cleancode #codingtips

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28 май 2024

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Комментарии : 459   
@TesseractDev
@TesseractDev Год назад
Here's a couple of notes/corrections that people have pointed out in the comments: 🔵 The tip I called "getters and setters" should've been referred to as C# properties 🔵 Use Invoke(nameof(yourFunction)) instead of using a string parameter. Also coroutines are normally the better option because they don't use reflection. 🔵 Call a coroutine with StartCoroutine(myFunction()) instead of using a string. Also look into async methods as an alternative. 🔵 Use the event keyword when you declare an action variable 🔵 Singletons are a contentious topic and are probably better suited for small to medium size games. Use them carefully or look into dependency injection as an alternative. 🔵 I made a mistake in the code for implementing a singleton. Don't destroy the original instance, destroy the new class. It should be if (Instance != null && Instance != this) { Destroy(this); return; } Instance = this; 🔵 Scriptable objects are not recently released… oops
@toroddlnning6806
@toroddlnning6806 Год назад
Does it exist example project with the code?
@TesseractDev
@TesseractDev Год назад
@@toroddlnning6806 No sorry. I'm planning on releasing the game so I don't think I can do that.
@toroddlnning6806
@toroddlnning6806 Год назад
@@TesseractDev ok, maybe later, in a few years!
@Sindrijo
@Sindrijo Год назад
I highly recommend using async/await instead of coroutines for a few reasons: - Async functions can return values - You can catch exceptions both outside and inside an async function - Debugging experience is much better, the call stacks will make much more sense. - It is easier to compose and combine async functions - Use UniTask (free) for additional support such as WebGL support for some APIs and tracking long running leaked tasks. Use the standard IProgress interface for reporting progress of long running tasks.
@adsilcott
@adsilcott 11 месяцев назад
@@Sindrijo Coroutines are still better for when you need an action to happen on each frame, since you can only specify a time delay when using async.
@CodeMonkeyUnity
@CodeMonkeyUnity Год назад
Great video! It's awesome to see someone so young already so focused with writing good clean code!
@SMPTheWildFire
@SMPTheWildFire Год назад
Heyo code monkey
@berkayozdemir3060
@berkayozdemir3060 Год назад
Of course code monkey is here this guy never misses anything about unity
@SkaiCloud562
@SkaiCloud562 Год назад
Even Code Monkey approve! Good job my dude.
@AnotherGameDev2411
@AnotherGameDev2411 Год назад
What I came here to say exactly, dude's amazing
@deli5777
@deli5777 Год назад
yeah, Code Monkey, it is 🤨
@nabilalsaiad2
@nabilalsaiad2 Год назад
8:00 for Invoking a method, it's better to use nameof(MethodName) instead of literal string so the name will be updated when you change the method name, as well as being able to view it with the method references, and the best of all, auto completion
@timurradman3999
@timurradman3999 Год назад
I'm doing it only for the auto-completion :)
@lucbloom
@lucbloom Год назад
Most important: compile time spelling check.
@Papiertig0r
@Papiertig0r 3 месяца назад
I came for this comment, lol
@copypaster2802
@copypaster2802 Год назад
As a developer with 5+ years of experiece who recently started to learn Unity and C# I would like to state that this is the best, most informative and well structured "tips" video I have ever seen. Great job!
@K3rhos
@K3rhos 9 месяцев назад
Same, I worked with C++ for 6 years, and moving to Unity and C#, it's something easier (due to C# being globally easier to use) but at the same time really different, C# has stuff that C++ do not have or do differently. For example Interfaces Class and Unity Scriptable Objects is something new that I didn't knew about.
@agbdev
@agbdev 5 месяцев назад
Me: Moves hand for a sec Unity: *Reloading Domain*
@GamesEngineer
@GamesEngineer Год назад
You should use the C# "event" keyword in order to protect the event's delegate (Action) from being invoked from outside the class in which it is declared. Without the "event" keyword, you risk the event being triggered at the wrong time.
@bixarrio5251
@bixarrio5251 Год назад
Without the "event" keyword, it also becomes possible to accidentally overwrite the subscribers if you use = instead of +=
@TesseractDev
@TesseractDev Год назад
I didn't know that thanks!
@leandrolopez7660
@leandrolopez7660 Год назад
@@TesseractDev sebastian lague has a series where he goes into more detail with events and delegates and their usecases in unity if you wanna check it out
@GameDevNerd
@GameDevNerd Год назад
Actually, use a public event _accessor_ with the _add_ and _remove_ blocks and keep the underlying event delegate protected or private. Event accessors cannot be invoked, they're only a gateway to subscribe/unsubscribe to events. In real life it's also good practice to have a private object like "objectLock" and use a lock(lockedObject) { ... } block inside of the add and remove blocks to prevent anything whacky ever happening if more than one threads tries to get at the event. Don't sit there and say "But I don't use threads, Jimmy!" lol, write correct/robust code because if you ever work with a team or publish some code you have no control over what people do ... they might create 20 threads and try to make them all subscribe and unsubscribe to the event in a tight loop lol, don't let that blood be on your hands ... nothing more embarrassing than finally having a real job and the software fails in some code _you_ wrote, because you thought following the advice of the language designers and senior engineers wasn't important ... so get in the habit of writing it correctly. There's an example of this whole pattern on Microsoft Learn for C#, just Google "C# event accessors" and learn the correct, modern way to use and expose events in C# .... Also, most people don't know that Action and EventHandler are _not_ anything special, they're just regular-ass ol' delegates. You can make your own, too, with whatever parameters your heart desires. Then you can make them events with the event keyword, expose them with an event accessor and protect them from harm by an object lock. 🔐 However, using System.Action in an event pattern is really _not_ the appropriate design even though it works. An Action is kind of useless beyond simply triggering something with absolutely _no information_ whatsoever. That might seem cool in beginner projects where you have one thing that fires one kind of event, but in real-life software and games that would be rather useless and silly for anything that's important. The "proper" convention is that all events are generally supposed to take two parameters: (object sender, EventArgs e) ... but you can _specialize_ this for custom events. Make a small class that inherits from EventArgs and has some special event data it like "InputEventArgs" with key/control input data in it. The "sender" parameter is just whatever object is triggering and dispatching the event, most likely the class that contains/exposes it, so it just passes "this" into the sender parameter. That way, subscribers can know _which_ dispatcher fired the event in situations where you may have more than one instance of a thing exposing the same kinds of events. Also, define your own special delegates with a special name describing the kind of event it's for, and use those specific delegate types with the event keyword ... that way, another programmer can simply read the event signature and gather _all_ they need to know about it in one glance! Take this one for an example: // custom delegate: public delegate DamageHandler( object sender, DamageEventArgs dmg ); // custom event data: public class DamageEventArgs: EventArgs { // constructor omitted for space //♤ Define your constructor here // properties here: public ICreature Victim { get; set; } public IAgent Attacker { get; set; } public bool WasAttacked => this.Attacker is not null; public DmgType DmgFlags { get; set; } // you get the idea ... } // ------------------------------------------------- // Now you actually use this stuff inside // of a class that exposes events: object objectLock = new(); event DamageHandler _creatureKilled; public event DamageHandler CreatureKilled { add { lock(objectLock) { _creatureKilled += value; } } remove { lock(objectLock) { _creatureKilled -= value; } } } I bet that after reading that bit of code you're like "Whoa, I understand _exactly_ what that event represents!" even if you're not familiar with the proper usage of event patterns in C# ... you can clearly tell what the event is talking about and what its purpose is, and that's how you implement events properly, not with System.Action lol ... think about all the stuff you can do with the simple pattern I just showed you. This is really basic/intermediate C# stuff and it's the reason I urge people to read a complete C# book that has _nothing_ to do with Unity or anything library/framework/engine specific whatsoever, just learn proper C# and thank yourself later for that best month or two you ever spent ...
@Joooooooooooosh
@Joooooooooooosh Год назад
@@GameDevNerd this is extremely unnecessary. Explicit event accessors have virtually no mainstream use case except for maybe storing the delegates in a dictionary instead of the automatic delegate field. Adding/removing handlers is thread safe so there is no need for a lock. Invoking with the null coalescing operator avoids the need for a null check. In other words, ignore the entire previous comment.
@Sylfa
@Sylfa 10 месяцев назад
Something slightly more advanced, but that will help immensely once you get into the habit is unit testing. This is probably easiest to do through the Unity Test Framework, this allows you to write code that tests a single function, and by keeping it around you'll be sure the feature isn't broken in a future update. Say for instance you want to add recoil to your weapons, pushing the player back a bit whenever they fire. By writing a unit test you can ensure that the push is always opposite the direction fired. That way if you later add a weapon that fires in random directions you might discover that the random vector added to the aiming direction didn't get transferred to the recoil. It's not just useful for catching errors in the future, but it also helps you write good code. If you want to test something but it's hard to do then it's often a sign that you did something wrong in the first place. For instance, let's say you can't test the cover mechanic because it requires the map to be loaded, and the timer to be running, and the network code to be loaded. That means your cover mechanic is dependent on all those other systems and is simply doing too much. One nice way to ensure you test your code is to write the test first, so instead of adding the recoil to all the weapons *first* you add the test to make sure the recoil is pushing the character back first. Then you run your tests, this will give you a red flag for this feature. Then you add the feature and test again, now you get a green flag. Then finally you clean up by refactoring things before moving on. In short: red-green-refactor. The benefit of this is that you are sure you wrote your test properly. If for instance you check for the recoil that you don't have in the game yet, and the test says it's working then you know you have a bug in your test code. Same with running the test after adding the feature, now you're sure it can tell that the feature *is* working properly. That way you can be sure the test will alert you in the future if a bug creeps in. It's a part of agile programming, if you want to look it up for more details. By using that I could handle a 300k+ lines of code project just fine on my own. Before adding unit tests there was always the concern that I forgot some edge case or broke existing functionality, and it was simply too much to manually test. Finally, singletons can be hard to unit test, but you can make them work by adding extra code for swapping out the instance with a test one. Usually by changing it from a specific class to an interface instead. Then you can replace the singleton with a test version that just says okay to things you're not interested in testing at the moment. At that point it might be easier to simply give the class the interface implementation directly through a property, which is basically what "inversion of control" is about. Having external code provide the dependency your code requires instead of having it get the dependency itself.
@AcIdBARRY
@AcIdBARRY Год назад
this is "stuff i heard about but didnt quite understand fully and i havent looked it up yet" THE VIDEO at least for me it is. i will probably come back to this a dozen of times. great work!
@submitterbot
@submitterbot Год назад
Hey man! Normally i dont comment on videos, but… ive been doing software development (outside of gamedev) for 20+ years and only recently got into Unity. This video is very well thought out and full of good stuff. Really rare to find such a well structured set of tips. Thanks a lot and keep up the great work
@TesseractDev
@TesseractDev Год назад
Awesome! It's good to get approval from developers who have more experience than me.
@exthase_original
@exthase_original Год назад
@@TesseractDev As a software developer myself, I really can confirm that you not only did a great job structuring the most important tips, but also show some real-world examples why and how you can use them. This video should be an essential education source, for anyone that wants to develop in unity. Thank you very much for your afford in this video.
@fokeyjo
@fokeyjo 10 месяцев назад
Yup.. also a 20+ years dev coming into the gaming world and wanting to tear my eyes out over some of the approaches that people take in these tutorials! Nice to know I'm not the only one trying to do this, though I have to ask, if you were going into the field as a senior dev, would you expect to get in as a senior dev, or do you think things are sufficiently different that not all your skills apply and you may have to take a mid-level dev position in a game manufacturer? With it being such a crowded market for devs, it's why I feel this is going to be more a hobby than a career!
@explosiveeggshells4909
@explosiveeggshells4909 Год назад
Really wish a video like this was around back when I started Unity development six years ago, these really are some of the top priorties that new beginners should learn. Great video!
@Sindrijo
@Sindrijo Год назад
ENUMS and Serialization: Be very careful when adding new enum values/options to an existing enum definition if you have already started using it in your project and you have that enum serialized anywhere (scene or prefab). Unity serializes enums as numbers by default, starting at 0, if you add a new option to the enum make sure that you at it at the END of the definition list because otherwise you may be 'redefining' what already serialized enum data will be deserialized back to.
@joshuacadebarber8992
@joshuacadebarber8992 Год назад
You can also as an alternative, manually define the underlying value of each enum value, to have a concrete persistence regardless of additions
@lucbloom
@lucbloom Год назад
@@joshuacadebarber8992 this is what’s called a “pro move”
@MosolaStudios
@MosolaStudios Год назад
Your video made me realize, that I am no longer a beginner. I understood all your tips and will be using them asap. Thank you so much for this video,
@simonandersson6871
@simonandersson6871 9 месяцев назад
I have been working in Unity for many many years now, and these are some perfect examples of paradigms and patterns that I have learned over time after coding myself into a corner. One of the better unity tip or even coding tip video I have seen in a long time. I'm gonna save a link to this video in the root of my unity project as I develop so I can watch it from time to time as a reminder to not write silly code anymore. Great work, keep it up! =)
@DonC876
@DonC876 Год назад
This is the video that i longed to have for years. I only tangentially got into programming and only ever learned what was needed to get the job done. This video made so many of the concepts that i kinda knew about but never fully grasped, trivially easy to understand. Stellar work on this video and many many thanks
@michaelp8376
@michaelp8376 Год назад
Usually I prefer more in depth tutorials, but this was surprisingly a good style for this specific topic. Nice work! Thank you for the valuable tips!
@magnusm4
@magnusm4 Год назад
Not just showing the tips but explaining and showing the mechanics behind it and examples. Great video to help with these things. Never knew about InvokeRepeating and it's practical use like that.
@BritBox777
@BritBox777 6 дней назад
This would be too advanced for a lot of beginners, but this is peak Intermediate advice. Heavily recommend following these tips.
@skylarcanode-rhodes9771
@skylarcanode-rhodes9771 11 месяцев назад
Going back into Unity development from other engines, and man this is the BEST refresher course I've ever seen. You just earned a new sub!
@lucbloom
@lucbloom Год назад
Most importantly: LINK THINGS UP IN CODE! I think this is an often-overlooked issue with projects that become bigger. The Unity UI is great for novices and small projects, but in the end you want a debuggable and searchable dependency overview. The ironic thing is that it’s not a full item on your list, but a side comment about your preference. Anyway: some more tips: - return an IEnumerable on the public get of a list or array, so callers can’t change it that easily (except for casting and other reflection utils) - end multi-line enums and list initializers with a comma, so it’s easy to add, delete or reorder the items. - coroutines run on the component so make sure to not disable it. Better yet, have a “coroutine” instance that you can address at any point. - use the nameof(Function) variation of Invoke to get compile-time checks on your function name. - scripts should destroy themselves, not the other Instance (whoops) - don’t go overboard with inheritance and interfaces when s nice _type enum and case statement will do. This will often create less messy code, especially when they do similar things with different values (easier to compare the implementation differences at first glance) - if you have lists of content (levels, weapons, avatars, spells) consider going for a data-driven method and loading stuff like textures and scriptable objects through addressables and a parameterized path. Instead of hard-linking it in Unity UI. Your loading time will thank you as well.
@blockify
@blockify Год назад
For the last tip, do you mean that - for example; I have 300 upgrades in my game as scriptable objects. And I have one scriptable object for a database. I have a function that finds the resources folder with my upgrades and attatches them to the database? Rather than drag clicking them in
@SkaiCloud562
@SkaiCloud562 Год назад
You came out of nowhere and your channel blew up! Glad I ran across this gem. Great work on this. I've learn alot in the pass 22 minutes.
@russell2185
@russell2185 4 месяца назад
This seems really useful and you explain things well. I would love to see some more basic-building-blocks and more in depth videos from you especially revolving around Unity. Thanks so much for this video!
@ContinuedBread
@ContinuedBread 10 месяцев назад
Thank you! I’ve been trying to use car to simple of techniques to solve complex problems. It’s annoying how few unity tutorials teach more advanced methods. So again thank you for this it has been hugely helpful.
@TheOfficialPolo
@TheOfficialPolo Год назад
I am really impressed on how the video is structured and how many actual good tips of good clean code are here. Will be very helpful to many software engineers, thank you for your input
@TesseractDev
@TesseractDev Год назад
Glad you found it helpful!
@lekretka
@lekretka Год назад
The video may be helpful for beginners, the advices are pretty good, but I don't know how advanced it's. Like it's all pretty basic. I would like to see more architectural advice, because it's really the things you need to create big games. Like what is composition root, what is ordered initialization etc. And I wouldn't also recommend people to use inheritance in their game core logic, like your guns example. It has too many problems for quickly changable game features. Composition is the way to go. Reuse by calling other objects' methods.
@TesseractDev
@TesseractDev Год назад
Fair enough. Everyone has different definitions of “advanced”. This was just a collection of programming devices that aren’t normally covered in beginner tutorials and that I myself didn’t learn for many years. Maybe I’ll make a part 2 when I am more advanced lol.
@sluagh5534
@sluagh5534 Год назад
Great video! There’s tonnes of stuff in there that can take new unity devs a long time to get to. I would have liked to see mention of using non-monobehaviour classes, the biggest change i noticed moving from hobby to professional was how often is write things like static service classes for manipulating objects/data, makes for reusable code and saves you a lot of hassle
@womble1234
@womble1234 Год назад
Great video! A brilliant shallow dive into a lot of concepts that was well delivered and very well edited. Kudos!
@musi00d0
@musi00d0 Год назад
Version Control is huge, but being a "backup" is just the beginning. The true value is how it empowers development by being able to see the difference between what the before and after states, how it enables or disallows multiple members to make changes to the same file at the same time, and being able to go back in time to previous states of code or even the whole project. Great video =)
@rdunajekv
@rdunajekv 10 месяцев назад
This is EXACTLY what I was looking for!!! Thank you for taking the time to make this.
@bigedwerd
@bigedwerd 10 месяцев назад
You did great explaining things in an easy to digest manner. I hope you post more in the future. Good luck with your game as well.
@64imma
@64imma День назад
4:36 this is something I'm definitely planning to start implementing in future projects.
@BarcelonaMove
@BarcelonaMove Месяц назад
Please Keep this series going, This video is pure gold
@GoldDeniel
@GoldDeniel Год назад
This was the ultimate "how to less likely to drop yet another project unfinished" video for me. It contains so much information that I knew existed but never knew where to look for it. It was so useful thank you! Also, nowadays I don't really finish any videos because I get bored of them. But yours was so entertaining to watch and I even learned from it. Thanks again!
@TesseractDev
@TesseractDev Год назад
Great to hear!
@EISEL_
@EISEL_ Год назад
As someone who's just getting into more game development, this video is super helpful! Ngl may need to watch it again and take some notes for reference 😅
@TesseractDev
@TesseractDev Год назад
That's good to hear!
@Rahulsingh-theraha
@Rahulsingh-theraha Год назад
Events and interface makes the code modular and decoupled alot that once you start using it, u will appreciate it alot
@TesseractDev
@TesseractDev Год назад
Exactly! Modular and decouple are good words that I probably should've used.
@ViniciusNegrao_
@ViniciusNegrao_ 9 месяцев назад
Such a relief I'm already doing most of these!! These are excellent tips, thanks a lot!
@codewithryan
@codewithryan Год назад
Nice work! A lot of hidden gems that make it easier working with Unity.
@jamememes4114
@jamememes4114 10 месяцев назад
This is about 5 years of head-butting, condensed in 20 minutes. Great contribution.
@pseudoleviathan5923
@pseudoleviathan5923 Год назад
Just starting game making and programming. This is invaluable to getting a lay of the land. I might be trying to run before I walk, but all these seem to make sense even if most of it is going over my head. Thank you!
@FenrirFinance
@FenrirFinance 4 месяца назад
Hi there, I just started last week. Do you feel or are you any closer to making your first game? I feel like this goal is years away for me and it's all overwhelming
@pseudoleviathan5923
@pseudoleviathan5923 4 месяца назад
I did a bad thing and took a break. Life got busy and such. Id say just start on small projects and keep building up. I did a flappy bird tutorial and it made me hopeful. I might redo it because there are so many add-ons that can be used to learn. @@FenrirFinance
@ammonwolfert
@ammonwolfert Год назад
Exactly the video I’ve been looking for. Great stuff
@Churagawa
@Churagawa Год назад
That's literally what i inversio understood during developing my last game. Really good kickstart to good code, like it.
@ericjeker
@ericjeker 2 месяца назад
Perfect video! Thank you so much!
@stadiagamer9689
@stadiagamer9689 14 часов назад
you have no idea how helpful this is
@Eqqs
@Eqqs 3 месяца назад
This is brilliant @TesseractDev .Thanks for sharing!
@LiquidMark
@LiquidMark Год назад
The intro is just speaks so much facts, Amazing video.
@TesseractDev
@TesseractDev Год назад
Thanks!
@LeviLeuthold
@LeviLeuthold Месяц назад
There is definitely a major lack of people talking about advanced coding practices in gamedev, especially when it often becomes the biggest barrier for people trying to make games as their projects inevitably devolve into an unworkable pile of spaghetti. Hope to see more similar content
@i_am_reshad
@i_am_reshad Год назад
Hey, you just answered to the many questions I was looking for.. especially the events and coroutines.. ... Thank you , cheers.
@TesseractDev
@TesseractDev Год назад
Yay!
@edward3190
@edward3190 4 месяца назад
Creating assembly definition is really helpful to speed up compiling, I wish I knew it years ago, it would have saved me a lot of time.
@MartinHolan
@MartinHolan 11 месяцев назад
I have to admit, that when I saw 22 minutes long video, I thought this is us yet another artificially stretched video about Unity basics... and it frankly is, to some extend. You managed to cover the basics but I'm such pace, that I had to pause it several times and in the end I wished this would be bit longer. To cover these basics, you would otherwise spent hours of searching for other fragmented pieces of such important basics. This is very well done my friend... Keep up!
@ibmagar6188
@ibmagar6188 Год назад
Very satisfying content brother. Loved it.
@kevinblack8500
@kevinblack8500 Год назад
Thank you for making a video on how to make games, instead of just how to make features. I really appreciate the help!
@monitor1045
@monitor1045 8 месяцев назад
Very useful video. Thanks!
@MightBeGiants
@MightBeGiants 2 месяца назад
Extremely helpful video that introduced me to a few new concepts I had not encountered before. Great job!
@DevNoob
@DevNoob Год назад
Awesome video! :D Nice to see something advanced for once
@NatureHelen
@NatureHelen Год назад
The best tutorial I've found on clean code... Great work
@TesseractDev
@TesseractDev Год назад
Glad it helped!
@KateVR_Dev
@KateVR_Dev Год назад
Very good tips for the begginers. 06:25 - About the coroutines, I highly recommend to use a async Tasks instead. When you try to do more advanced things with coroutines it quickly becomes really messy, you not able to return a value for example.
@astrahcat1212
@astrahcat1212 Год назад
I read this recently in the Unity docs: ''The Unity API isn’t thread safe and therefore, you should only use async and await tasks from inside the UnitySynchronizationContext. Async tasks often allocate objects when invoked, which might cause performance issues if you overuse them.'' and "Unity doesn’t automatically stop async tasks that run on managed threads when you exit Play mode. To listen for enter and exit Play mode events to stop the tasks manually, use EditorApplication.playModeStateChanged. If you take this approach, most of the Unity scripting APIs aren’t available to use unless you migrate the context back to the UnitySynchronizationContext."
@astrahcat1212
@astrahcat1212 Год назад
Which is true, it's strange, but if you just try using async Task await in your code in edit mode and stop the editor, unless you implement it in a certain way, it keeps playing it forever even when you stop play mode. There's also an Editor Coroutine plugin you can download for editor coroutines, but last I used it it was in beta form.
@lekretka
@lekretka Год назад
Aren't they require manual cancelation and can continue running in editor? I'm not saying they shouldn't be used, but I wouldn't replace all coroutines with tasks and vice versa.
@Sindrijo
@Sindrijo Год назад
@@astrahcat1212 It basically means avoid creating your own threads and interacting with Unity APIs e.g. GameObjects there. UniTask is a great library that reduces the garbage generated and also provides utilities to use async/await in Unity 'safely'.
@dropthepress
@dropthepress 7 месяцев назад
Incredible video! Please do more!
@the_comic_master
@the_comic_master 9 месяцев назад
Thanks for the tips! I agree, it’s nice to have us young guys care about clean code! This was great help for my game!
@datacashtechnologiesinc5659
Great job. It’s a good refresh of important ideals. I would have added state machines in their but I mean that’s alot to cover so elegantly.
@neilmarkcorre5524
@neilmarkcorre5524 Год назад
Well done! Such a concise and very important video, for programmers out there looking to improve their magic. Subscribed 😉
@christianskwisgaar
@christianskwisgaar Год назад
Really good tips! Thank you for sharing this, there're few good advanced unity videos out there. I had troubles with Invoke when I was searching the reference of functions of coworkers, so I wouldn't recomend the usage of Invoke in medium or large projects. Also about UnityEvents, sometimes is messy go from code to inspector a lot of times searching which methods are called when an event is trigered, I suffer when I tried to set the game flow using those hahahaha lesson learned. :)
@jayocaine2946
@jayocaine2946 10 месяцев назад
Kid, this video is exactly what everyone needs to hear. Incredible work, one tiny bit of feedback would have been to add a data oriented section for people who want the kind of performance that OOP cant provide.
@gfujigo
@gfujigo Год назад
This is sooooo awesome! My God this is great. Keep up the good work.
@K3rhos
@K3rhos 9 месяцев назад
Honestly there is only 2 important tips to remember, whatever the level of programming you have (Beginner or Experienced) you always need to take extra time to re-check your code in general, and fix/improve stuff regularly and also always backups your projects everyday ! But honestly it's still more like a thing of a mid/experienced programmer to make a game, I do not recommend to a beginner to start by making a game, start by something simpler, like a simple software and learn from it.
@Johan-rm6ec
@Johan-rm6ec 5 месяцев назад
Creating a calculator is not the most exciting way to start coding. I say start with a game, it all depends about the scope. You don't start with a GTA7 project :)
@brianwilson7497
@brianwilson7497 3 месяца назад
this was an excellent video, thanks for the ideas!
@williamist
@williamist Год назад
always like to see cool new unity stuff for advanced devs, very cool :D
@cristianhoger
@cristianhoger 7 месяцев назад
Great video, thank you for these points, it is not very often to see more advanced architecture advise specifcally for Unity
@WaspFree
@WaspFree 12 дней назад
Just one thing I want to add from my experience. As I like C# events more than those from Unity, there is a big advantage for the unity ones. When you're working in a team with designers, it's much more productive if they can change what happens on an event, than asking a programmer to change it. It's not always the case, of course, but it's something worth considering :)
@AetherXIV
@AetherXIV Год назад
incredible. bookmarking this for later reference
@carlcarlinn7367
@carlcarlinn7367 11 месяцев назад
Really nice tips, thanks!
@lawrence4301
@lawrence4301 Год назад
Please do more content like this.While theres tons of stuff out there for how to make a character run or shoot or move a camera theres much less content out there (at least for c#) from a beginner friendly perspective talking about how to write efficient/clean code.
@ronaldinhodev
@ronaldinhodev Год назад
Nice job man! Grats ;) Valuable tips.
@WhiteCrafter22
@WhiteCrafter22 Год назад
DAMN THIS ANSWERD SO MANY QUESTIONS I HAD thx for this video
@marchrom3556
@marchrom3556 Год назад
Really interesting and helpful, thank you
@cupostuff9929
@cupostuff9929 7 месяцев назад
Not even what I was looking for, but the advice given was so good that I watched all the way through.
@MSCardinal
@MSCardinal Год назад
Even though I already knew all of these tricks, I found this video to be a nicr refresher of possibilities you have to structure and improve code as well as show me that even though there's a lot left to learn, I've also already come a long way :)
@silentplaygames
@silentplaygames 7 месяцев назад
Great video! Thank you.
@AbleCho
@AbleCho Год назад
Hey man, thank you for this video! This video will save so much resource for so many people and i think you should be awarded by Unity!
@augmentedcamel
@augmentedcamel 10 месяцев назад
I'm planning to watch this video every month so I can include all the tips in my work. Thanks for this, i'ts really helpfull.
@GameDevGarage
@GameDevGarage Год назад
Thanks for these super cool tips! I'm working on game dev since 2018 and I agree with you on all of them! 😎👍
@BenVanTreese
@BenVanTreese Год назад
Great video :) Another random tip, if you want to serialize a field, but have an "auto property" (like public foo {get; private set;}, you add the attribute like [field: serializeField], to expose it in the editor. This turns the "auto generated backing field" from that property into a serialized field on the objects. This helps to prevent the need for the [SerializeField] private _field; public field {get; private set;}
@BenVanTreese
@BenVanTreese Год назад
Another thing that I prefer doing is explicitly numbering my enums, like enum Foo { bar = 0, baz = 1, ... }, this lets you re-arrange them later or add/remove them if you change the enum. As an advanced topic, you can also turn enums into bitflags (via the [Flags] attribute) for making your own masks like the layermask stuff, but that can be confusing, so it's good to be a little sparing with it, but it can save a ton of memory in some cases (i.e. a 32bit int can store 32 bools/flags, while a single bool is a whole byte).
@ogunrindedaniel9230
@ogunrindedaniel9230 Год назад
Great Video, especially for young developers who don't have formal training in programming. You brought up some handy tips, particularly those relating to Object Oriented Programming. Keep it up👍.
@juanpidanda
@juanpidanda 3 месяца назад
This tips are awesome and is for all levels in my opinion either if you are a beginner, intermediate or advance developer
@johnsartain4160
@johnsartain4160 8 месяцев назад
Absolutely phenomenal video sir
@leonardo6631
@leonardo6631 Год назад
👏👏👏👏 man, this video is a class! Congratulations, and thank you so much for sharing this knowledge
@erlexfortin3413
@erlexfortin3413 2 месяца назад
Really great content, keep it up man 😊
@unityalexdev
@unityalexdev Год назад
nice job with this video , I can feel you worked a lot for this. good one
@IraKane
@IraKane Год назад
Hey! Cool and well structured video. I've been using Unity for years as a indie game developer and I must say your set of advices are really good. Coroutines are awsome and in my humble opinion they have and will have a place in Unity game development. That said, for some situations where you have to perform a bunch of secuential tasks, perhaps you may like to take a look at Async/Await ;) The very best of luck with your game 😁
@CCClifff2000
@CCClifff2000 Год назад
Good Job!! The amount of skill you have at a young age is very impressive. Keep Going!
@musikalniyfanboichik
@musikalniyfanboichik 9 месяцев назад
incredible video ❤ this video can be easily aplied to any popular game engine you work with
@b-vance
@b-vance Год назад
Great video! I have yet to tackle a large unity project but I do hope to at some point soon!! 😬
@TesseractDev
@TesseractDev Год назад
Good luck!
@magovago3109
@magovago3109 Год назад
Awesome video man, keep it up!
@Dylan-my8dt
@Dylan-my8dt 5 дней назад
this is just the video that i needed that you so much
@TricoliciSerghei
@TricoliciSerghei 10 месяцев назад
I'm a senior developer and I approve of these advice ;) I'm currently learning C# (transitioning for a while from Web-Dev) and I found them helpful. Thank you very much ;)
@Johan-rm6ec
@Johan-rm6ec 5 месяцев назад
No offence but you can't approve any of this otherwise than it seems as common sense practices. I do applaud your transition though.
@TricoliciSerghei
@TricoliciSerghei 5 месяцев назад
@@Johan-rm6ecWhy can't I approve? I mean, if I as a specialist can add to the credibility of the video, is that a bad thing? Some people will see this and will have faith in the video more. So overall it's a positive message, even if the advices are common, I know too many developers that don't follow even common advices or even enough good practices.
@juicedup14
@juicedup14 Год назад
Amazing explanation of important programming principles
@TesseractDev
@TesseractDev Год назад
Thanks!
@Dmagical
@Dmagical Год назад
w vid. learned some of these in my data structures class, cool to see how it translates to unity too
@sma-mn5xe
@sma-mn5xe 9 месяцев назад
good job my friend. I'm a self-taught game developer too and this video was really really helpful to me. Thanks a lot 🙏 . be strong and continue 💪
@gavintantleff
@gavintantleff 9 месяцев назад
I see that you’re using fusion. What a wonderful framework!
@tj3603
@tj3603 Год назад
Very helpful, thank you!
@Liforus1
@Liforus1 Год назад
Awesome vid ✍🏻 Thank you
@ekzac
@ekzac Год назад
I was so glad I started a Git repository in one of my projects before trying to migrate it to Universal Render Pipeline... it costed almost nothing to put it in a back branch and go back to BiRP that worked much better with the assets I had hahaha
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