Unity Code Review — Exceptions, Nullables, Magic Strings, and More

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Oh my god, I didn't know that you did these! Watching stuff like this is exactly what I need for my situation. I picked up Unity/C# last July, and I've finally hit the point where I understand most of the basics, and I understand how to figure out how to do most tasks. But it isn't about knowing how to slop together a few scripts to make /this/ happen. It's about knowing the do's and dont's so that your code isn't horrendous and breaks. Basically making things work with eachother in a way that is scaleable, and not tightly coupled. This is my biggest goal to figure out right now.

subliminalcastillo
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I didn't expect this to be nice, you're smart guys, I enjoyed watching

bakor
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What a fantastic video! Thank you for much!
Thank you both for sharing your experience so freely with the rest of us!

Treetopper
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Awesome video! It helped me think through some stuff for work. I'm working on this online card game and I was trying to wrap my head around how could I adapt my code test it with 1 player offline and generate the other player's actions. How you set up that null Interface was a great eye openner

VeneDrummer
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Could you link Jason's channel please? I'm interested to see what he's playlisted.
I very much enjoy these "fireside chat" style videos sprinkled in like you guys do. You guys relay a fair bit of 'behind the scenes' info that is hard to find spoken much about until you gain the experience directly.

erz
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With regards the refactoring you did on the AdvantureController and how you picked out stuff from it, it not only makes makes your code more manageable but also more unit testable, and I think that is a really important feature, if you are following the SOLID principles then you can easily mock your dependencies and focus your tests on the actual logic present in your code.

lnagy
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Its BETTER to throw an exception and stop the game right there, instead of injecting some non functioning controller. Not every missing controller is visible right away, and the developer may waste time to debug a project, that clearly misses a reference. A game that crashes on startup gives a clear and quick to interpret signal that something was set up wrong.

vast
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dear god, another vid with that insane reverb

Layarion
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The point Jason makes at the beginning of the video is a little confusing.
Since the Controllers interact with Models and Views, wouldn't it make sense to see those "using" statements at the top?
The random Views and Models referenced in the body of this class might be wrong, but if GameController was to reference a GameModel and a GameView, would the usings of the Model and View namespaces be a code smell then?

TheTall
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Drizzt is pronounced "Drist" IIRC. I remember he made a cameo in Baldurs Gate 1, that was the first time I heard of him.

djweaverdev
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23:17 so how do you reference things without dragging object into the inspector? and not use findobjectoftype or using getcomponant since those are costly methods? I have always been confused on how to pass reference between scripts without just dragging the object that has the script into the public field in the inpector?

TheNamesJT
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Good stuff, Please get a better mic where appropriate if possible., or better audio mixing, not sure.

maessof
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So, how does one submit code for a code review ?

TheMonyarm
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14:30 This off the topic explanation isn't actually true, Null state is extremely natural. It is actually the basic state of Quantum objects, for programmers, Quantum mechanics are actually pretty easy to grasp the very basics of, since we understand the concept of Null very well compared to the mundanes

To use a famous example: The Schrödinger's cat being both dead and alive until you measure it, is basically equivalent of 'bool?'

Songfugel
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