Unity tutorials for game programmers. Learn about frameworks, design patterns, unit testing, and more. Our goal is to give you the tools to be the best Unity developer possible.
I have custom editor code with a package I'm working on, and this is giving me namespace issues. In the ui toolkit custom editor script, am I supposed to make it part of the same namespace as the runtime scripts?
@blackivy0118 күн бұрын
I get what you're trying to do here with the conversation video theme thing. But, it's so annoying. Just tell us what you want to tell us. I don't want to watch a movie. I want to learn about design patterns in game development from a professional that knows what they're talking about. I found it excruciating to sit through this acting. The film quality and audio were both awesome though. It's just the format that failed for me.
@rydotion8 күн бұрын
Absolutely true.. I felt way more accomplished and productive doing something that was already planned out than just throwing stuff into the game and hoping its progress
@GamerChunkZ8 күн бұрын
I will be much better if we could do multi threading on monobehaviours that are safe to do multithreading
@Director41411 күн бұрын
awesome tutorial but it would be nice with some more in depth info about potential problems and general workflow on how and when to use these. Many thanks for your great videos, you rock! :)
This and the companion video are a great way for me, a person who needs to hear everything twice, to learn. Quick question, which plugins are you using for visual studio? Everything looks so clean and legible lol
@lemetamax18 күн бұрын
This is really cool! I'll start using assemblies from now on.
@lemetamax18 күн бұрын
IDK... Unit tests makes me feel like I'm trying to find bugs rather than make the actual game.
@watercat124819 күн бұрын
i don't even know what is thos accretion you talking.
@SkorpionYassine26 күн бұрын
ty very useful!
@Kaikaku29 күн бұрын
A bit late, but the overview at 2:00 seems incorrect? Shouldn't be Start, Attack, and Heal functions in State and Begin, PlayerTurn, and EnemyTurn (among others) the classes implementing State?
@Kaikaku29 күн бұрын
Also, the State is part of StateMachine and not of BattleSystem
@yudnai5577Ай бұрын
DOTS and ECS are now with Unity 6 not in Beta anymore and things changed a bit. it will be nice if you can update the series.
@Hezekiel112Ай бұрын
thanks for covering this topic 👍
@dimmduhАй бұрын
Thx for video. But it's not easy to read and understand.
@graphics_travelersАй бұрын
I disagree, *movement class* could in some cases have access to *inventory class* in order to keep track of weight that is bearing on the player in order to constrict player movement when a certain weight threshold has been reached or when a certain item acts as a booster to increase our speed or even decrease it as a side-effect. Therefore I would say that in most cases *movement* shouldn't have access to *inventory* but not never. Unless we decided to propagate total weight from *inventory class* down to a variable in a class named *playerstats* for example.
@stuartwells4000Ай бұрын
1) What
@serveladikАй бұрын
This acting all looks like a stupid ad of the typical trash zombie game:)
@christopherspettmann1722Ай бұрын
Can the OdinInspectore also create nested lists or nested arrays?
@freddy9292Ай бұрын
nice explanation
@zanagiАй бұрын
So this is just like .h file? Wow
@samwise492Ай бұрын
Your explanation skill is wonderful. Much appreciated!
@user-uu8qg8bc9hАй бұрын
Even though after 6 years...! still very helpful and awesome content... i wish u can make more videos soon
@HoptronicsАй бұрын
I might be late to the party . But when I clicked this video on Singletons and he mentioned Coffee.. I said, "I think you mean beer." And so he did . Lol .
@Shabazza84Ай бұрын
Nice. But no one demonstrates how to test scripts that inherit from MonoBehavior... You can't call new() on such a class. So how should I test my MonoBehavior Scripts then ? (which is naturally 90% of them...) EDIT: Nevermind. You can just do this in the unit test script's test method: var TestObj = new GameObject().AddComponent<MyMonoBehaviorClassToTest>();
@codersexpo15802 ай бұрын
Are you no longer doing videos and supporting your patron site? Looks like its been a long while since you've graced us with your wonderful vids my friend.
@romantroshkin31422 ай бұрын
The implementation of the singleton suggested in this video is suboptimal. The author seems to hate singletons in favor of DI.
@larserikaa2 ай бұрын
Fun way to look at the rule from Refactoring about postponing to the third duplication is WET (Write Everything Twice) before DRY (Don't Repeat Yourself). 😁
@tomcruise13872 ай бұрын
Vivox is free for freelancer ? What do they mean with freelancer ? Whenever we get a btw/tva/vat number do we stay freelancer ? I don't trust this sentence, we should have a open source solution for it...
@Shineglow2 ай бұрын
Thank you for zenject videos!
@istanbulludeveloper2 ай бұрын
very great tutorial, thanks!
@anvarito62262 ай бұрын
We're still waiting on the next video.....
@JesskuHatsune2 ай бұрын
"How to use MVC in unity?" My dumbass: oh wow, he's trying to make a game like Marvel vs Capcom. That's dope
@renegaderaid2 ай бұрын
I love the pro tip for 1.25 speed. Once you go 1.25 you can’t go back!
@AntonSem2 ай бұрын
KZread decided that I need to watch this video. Here are my takeaways: 1. Yes I needed this. This is a very good advice 2. I really missed your streams. They did improve my coding skills dramatically
@bubishev63762 ай бұрын
GetComponent<T>() in Update?. bad practise
@XxMeuktwoxX2 ай бұрын
Hey man! I'm a self-taught game developer and stumbled upon your videos when looking for a guide for a specific feature. I absolutely love your style of videos, getting people to actually think about how and why they write their code in a certain manner. It got me interested in the art of writing good code and programming patterns - so thank you! Have you completely stopped making videos or are you planning on making new ones in the future? Thank you!
@franciscooteiza2 ай бұрын
The channel is basically dead.
@awdsasdaw7422 ай бұрын
@awdsasdaw7422 ай бұрын
@awdsasdaw7422 ай бұрын
@nhantran82542 ай бұрын
Thank you!
@Der_Yoloist2 ай бұрын
I love how my next video recommendation is :"Improve your Unity Code with MVC/MVP Architectual.." XD
@JoeStoffa-nc5rl2 ай бұрын
RIP SpatialOS
@lex_darlog_fun2 ай бұрын
The title is shamelessly misleading. It claims the video is about SHARING your packages. And it's exactly the thing NOT covered here, even a little bit.
@fille.imgnry2 ай бұрын
..and this is how you never finishe your game project 😂
@AirburstStudios2 ай бұрын
I use singletons solely for "Manager" classes/components that - well manage - other entities like Enemies or Items etc. It's just a quick way for me to manage or get information to those collections of entities everywhere. Those entities by itself however are subscribed to certain events I broadcast from my "*Systems" class (that also are Singletons). This kind of architecture design works like a charm. I am working on a MMORPG project and this approach really works well so far. However I am also a professional web engineer and only use Dependency Injection on those applications. Never using singletons for web apps and server applications. I like it that way. So I am using both "paradigms" in two different genres which shows that both ways have their right to exist.
@dmitrykomkov84803 ай бұрын
Reactive programing is not about asynchrony at all. That is a huge mistake. Signals and Reactive forms in Angular work synchronously.
Пікірлер
Спасибо! Очень хорошее видео!
I have custom editor code with a package I'm working on, and this is giving me namespace issues. In the ui toolkit custom editor script, am I supposed to make it part of the same namespace as the runtime scripts?
I get what you're trying to do here with the conversation video theme thing. But, it's so annoying. Just tell us what you want to tell us. I don't want to watch a movie. I want to learn about design patterns in game development from a professional that knows what they're talking about. I found it excruciating to sit through this acting. The film quality and audio were both awesome though. It's just the format that failed for me.
Absolutely true.. I felt way more accomplished and productive doing something that was already planned out than just throwing stuff into the game and hoping its progress
I will be much better if we could do multi threading on monobehaviours that are safe to do multithreading
awesome tutorial but it would be nice with some more in depth info about potential problems and general workflow on how and when to use these. Many thanks for your great videos, you rock! :)
This. Is..12yrs. Children...timepass. Game..and..brain...intelligence. Devoloped??❤🎉😮❤
A great explanation. Thank you 🙂
what's up? r you ok?
This and the companion video are a great way for me, a person who needs to hear everything twice, to learn. Quick question, which plugins are you using for visual studio? Everything looks so clean and legible lol
This is really cool! I'll start using assemblies from now on.
IDK... Unit tests makes me feel like I'm trying to find bugs rather than make the actual game.
i don't even know what is thos accretion you talking.
ty very useful!
A bit late, but the overview at 2:00 seems incorrect? Shouldn't be Start, Attack, and Heal functions in State and Begin, PlayerTurn, and EnemyTurn (among others) the classes implementing State?
Also, the State is part of StateMachine and not of BattleSystem
DOTS and ECS are now with Unity 6 not in Beta anymore and things changed a bit. it will be nice if you can update the series.
thanks for covering this topic 👍
Thx for video. But it's not easy to read and understand.
I disagree, *movement class* could in some cases have access to *inventory class* in order to keep track of weight that is bearing on the player in order to constrict player movement when a certain weight threshold has been reached or when a certain item acts as a booster to increase our speed or even decrease it as a side-effect. Therefore I would say that in most cases *movement* shouldn't have access to *inventory* but not never. Unless we decided to propagate total weight from *inventory class* down to a variable in a class named *playerstats* for example.
1) What
This acting all looks like a stupid ad of the typical trash zombie game:)
Can the OdinInspectore also create nested lists or nested arrays?
nice explanation
So this is just like .h file? Wow
Your explanation skill is wonderful. Much appreciated!
Even though after 6 years...! still very helpful and awesome content... i wish u can make more videos soon
I might be late to the party . But when I clicked this video on Singletons and he mentioned Coffee.. I said, "I think you mean beer." And so he did . Lol .
Nice. But no one demonstrates how to test scripts that inherit from MonoBehavior... You can't call new() on such a class. So how should I test my MonoBehavior Scripts then ? (which is naturally 90% of them...) EDIT: Nevermind. You can just do this in the unit test script's test method: var TestObj = new GameObject().AddComponent<MyMonoBehaviorClassToTest>();
Are you no longer doing videos and supporting your patron site? Looks like its been a long while since you've graced us with your wonderful vids my friend.
The implementation of the singleton suggested in this video is suboptimal. The author seems to hate singletons in favor of DI.
Fun way to look at the rule from Refactoring about postponing to the third duplication is WET (Write Everything Twice) before DRY (Don't Repeat Yourself). 😁
Vivox is free for freelancer ? What do they mean with freelancer ? Whenever we get a btw/tva/vat number do we stay freelancer ? I don't trust this sentence, we should have a open source solution for it...
Thank you for zenject videos!
very great tutorial, thanks!
We're still waiting on the next video.....
"How to use MVC in unity?" My dumbass: oh wow, he's trying to make a game like Marvel vs Capcom. That's dope
I love the pro tip for 1.25 speed. Once you go 1.25 you can’t go back!
KZread decided that I need to watch this video. Here are my takeaways: 1. Yes I needed this. This is a very good advice 2. I really missed your streams. They did improve my coding skills dramatically
GetComponent<T>() in Update?. bad practise
Hey man! I'm a self-taught game developer and stumbled upon your videos when looking for a guide for a specific feature. I absolutely love your style of videos, getting people to actually think about how and why they write their code in a certain manner. It got me interested in the art of writing good code and programming patterns - so thank you! Have you completely stopped making videos or are you planning on making new ones in the future? Thank you!
The channel is basically dead.
Thank you!
I love how my next video recommendation is :"Improve your Unity Code with MVC/MVP Architectual.." XD
RIP SpatialOS
The title is shamelessly misleading. It claims the video is about SHARING your packages. And it's exactly the thing NOT covered here, even a little bit.
..and this is how you never finishe your game project 😂
I use singletons solely for "Manager" classes/components that - well manage - other entities like Enemies or Items etc. It's just a quick way for me to manage or get information to those collections of entities everywhere. Those entities by itself however are subscribed to certain events I broadcast from my "*Systems" class (that also are Singletons). This kind of architecture design works like a charm. I am working on a MMORPG project and this approach really works well so far. However I am also a professional web engineer and only use Dependency Injection on those applications. Never using singletons for web apps and server applications. I like it that way. So I am using both "paradigms" in two different genres which shows that both ways have their right to exist.
Reactive programing is not about asynchrony at all. That is a huge mistake. Signals and Reactive forms in Angular work synchronously.