Is Tutorial code Performant? How to learn FAST? Beginner confusion? - Answering your Questions 03!

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💬 It's been 4 years since I've been making videos (over 600!) and in all that time one thing that I always made sure to do is answer as many questions and comments as I can.
Usually I reply directly to that person but if just one person has one question then chances are there's some more with the same question, so here's a video with a bunch of interesting questions that perhaps you'd also like to know the answer to.
This is a new format I'm trying out so if you like it go ahead and Like this video, if people find this format helpful I have hundreds or thousands more questions I can highlight in future videos. Thanks!

00:00 I answer your Unity Questions!
00:33 Is Tutorial code Performant?
02:38 My code looks needlessly complex to a complete beginner
05:16 How can you learn new topics so quickly?
09:56 I answered your Unity Questions!

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#unitytutorial #unity3d #gamedev

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Hello and Welcome!
I'm your Code Monkey and here you will learn everything about Game Development in Unity using C#.

I've been developing games for several years with 8 published games on Steam and now I'm sharing my knowledge to help you on your own game development journey.

I do Unity Tutorials on just about every topic, Unity Tutorials for Beginners and Unity Tutorials for Advanced users.

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💬 It's been 4 years since I've been making videos (over 600!) and in all that time one thing that I always made sure to do is answer as many questions and comments as I can. Here's some answers to your questions!
🔴 RELATED VIDEOS 🔴

CodeMonkeyUnity
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Another great video thanks. As a dev who's moved/moving from beginner to intermediate/advanced your videos and course are one of the only good sources I've found for continually advancing.

As I'm sure everyone here can appreciate, kind words are one thing but they don't pay the bills.
As a thank you I am a supporter on Patreon. If people benefit from this content and are in a position to do so, I highly suggest joining on Patreon to help show support and keep this content flowing.

Without channels like this the tips, advice and experience would be missed out on or take much longer to learn.

Project-NSX
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As an advanced programmer (Not game designer, at all... Just programmer) I can say your videos are the most useful ones out there. Not only because the content, also is the way you explain them, the voice you use while explaining. Everything fits on what a good tutorial has.
On the other hand, what I say to most of the beginners: Learn code isn't easy, even for experienced programmers, takes time, dedication (and devotion) and a lot of frustration (Even to seniors).

About the video topic: Optimize only if your game need it, otherwise do whatever you can, the next time you'll be able to do it better.
And this is not only for games, this goes for every kind of program you develop.

FernandoMirabile
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obrigado por mais um vídeo elucidante, senhor macaco codificador

frazoni.
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great video! I think it's important for beginners to understand that these video's often show a simplified version of different mechanics and how you could implement them, but that it's not necessarily the best way to do it. You have some great video's on the basics of programming, and that, along with solid principles and design patterns go a long way. It happens a lot that I see beginners struggle with a lot of spaghetti code written in a single monobehaviour, while unity's built in state machine and state machine behaviours allow you to write a lot cleaner and less buggy code.

jackie.p
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When writing code, especially as a beginner, I just try to get it working, any way possible. Once it's working I'll then clean it up, turn it into functions, loops, etc. If I can't clean it up I'll just leave it, and come back to it months later during a refactor, and by then I will have more knowledge and experience.

A good thing I done recently in my game was that I had a class called TargetManager, this class held references to all ships currently present in a game. If a ship needed to target an enemy ship, it would ask the manger to check the list and find the closest ship to them.
Originally I created 2 for loops to sort through the list into ascending order of distance. When multiple ships (or targeting guns) called this function it really slowed down the game, as the loops were copying between lists to get them in order.
When I came back back to it months later I had learned about LINQ queries, and so I then wrote a LINQ query which performed the same task in a fraction of the time.

Also when it comes to checking performance, if you are using the profiler, just completely litter your game with an obscene amount of content, that way any inefficient code will stand out far more easily in the profiler. Then just go ahead and find a way to fix it.

mintydog
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7:23 i love this. Sometimes i feel too much overloaded with the many stuff i have to learn, but then i think myself its just experiance, continuing and doing these things, its been about 4 days i'm heavily looking at game programming which im loving to do. maybe in one month i can already do many things by myself and finally be a pro dev.

tPlayerioT
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Can't wait for the Multiplayer videos you said are coming, when you said you needed help, my mind immediately went to assets, and I thought you needed assets to create the video, and I was like just name the asset and we'll figure it out, but then all you asked was interactions with the video, the easiest thing that I didn't even imagine lol

jihadrouani
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Maybe I'm some kind of wrong newbie in game development, but I'm definitely doing things wrong. For example, I have not finished the game yet, but I still continue to do it, but not somehow, but through the construction of architecture. And it pays off, now during development you can easily add any new feature to the game without breaking the whole game. Everything separately, everything through the state machine and services. Add saving, uploading from the cloud, adding ads, statistics and much more - easy and simple without rewriting previous code and errors. Even now that the game is not finished, I know for sure that I will finish this game and many more games to come. And thanks to Code Monkey for popularizing the development, it is inspiring and also useful, I adopted many ideas in the code you have

kostariev_vadim
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4:56 Yes I had the same feeling. Beginners expecting tutorial for beginners but is made by you by the Professional and of course you doing some things differently because you are on a different level. What I personally experienced is after a year I starting understand the basics because the problem is: there is too many things to learn like C#, then Unity editor etc. and is hard to find the most complex tutorial which will teach you everything, also I was watching videos about the shaders and other topics which I'm not gonna needed in the beginner journey (but of course I didn't know that.)
My advice for beginners will be to focus on one main thing, like 3D projects or 2D projects because there are the differences of course and on the basics which need a lot of practice.

SondaPower
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A big danger with tutorials is when you're following a tutorial that works with a "black box" or some part of the software you yourself don't understand. For instance making a certain expensive library call in Update() or working with shaders without really understanding what's happening in the backend can introduce insidious performance hogs in a way that is is a lot less conspicuous than say, poorly optimized loops. What can happen during a tutorial is that since the example is very isolated, any performance problems wont present themselves until you build off the code to some degree. The instructor for the tutorial may not even be using that code in production and is just trying to inform on a variety of topics. Pre-optimization should be knowing the space you're working in and the pitfalls that you *could* fall into. There's a good video by Acerola about how common grass shader tutorials that use geometry shaders are very unsustainable.

devzozo
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You said you like to watch videos at 2.5x or 3x speed and I can only play videos at 2x max on YouTube is there a secret setting on YouTube that I missed. Thank you for answering all my questions even if it seems obvious to you I appreciate it allot.

theashbot
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Hey I am in the Video😅 btw great summary of all questions. Have a nice day CodeMonkey:)

luka__
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Thanks sir for making this video. It is extremely helpful for beginner++ 😅gamedevs. 😇🙌🏻

Aye_Sid
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Learning the basics of C# definitely helps a lot when learning Unity. I did the mistake of jumping straight in to Unity and a lot of the code in the tutorials/courses i watched, looked very complex and confusing. I had to stop, go back to C-sharp and learn all the basics; Now it makes a lot more sense!

abdou
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Thanks for all the contents you share. If you are looking for a new series, a YouTuber (Dapper Dino) has stoped an awesome series and many people are looking for the suite. it’s about how to make multiple rooms using mirror and playfab matchmaking.
Ofc I would like to see on your channel but I think it could be awesome to complete your mirror series :)

borelepandawa
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Thank you I'm in performance hell and only 20% in my game dev journey, so Back to actual level design for me :)

mikehellio
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After watching your videos and learning so much, I'm glad my videos could so the same for you 😊. I am curious at which speed you look my videos ?

WAYNGames
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Thank you for all your amazing contribution to the community! Keep up the amazing work! Can't thank you enough!
Quick (weird maybe) question...I know that depending on how you'll use an Object you choose to initialize it as either Transform, or GameObject...but what if I want to make changes at Update to both? For example change Position + SetActive. Is it better practice to keep only one SerializedField and call every frame, or is it is better to just have two variables on it, serialize the first and on Start initialize the it doesn't make any difference?
Thank you in advance!

thanosbletzhs
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I use YT videos mainly to put documentation in context so I actually understand how to code something ... and as it's free I think you shouldn't complain.

I usually have an issue with paid courses, where they often skate over things like publishing and back end stuff like firebase and playfab.
And the game design and code is often basic and more of the same stuff that is already out there.

martinvanstein.youtube