Did you all just watch me for the last 1.5 years while I made Protocol and say hey let's do this quick video on everything this guy keeps failing on??? 😅 too true and thank you. This is genuinely helpful!
At 5:35, the "ctrl+r+r" Does this feature exist in VSCode? I always use F2 to rename functions, but in VSCode, it only renames variable names and not the filename for me. Thank you for the tip! ^~^
Such good tips. Vids like these can be generic but these are things I didn't know and I've been using unity for a while. Love that you called the thing in tip 4 a nipple haha
Tip: if you go into Project Settings > Editor > Enter Play Mode Settings and toggle Enter Play Mode Options on, when you hit play in the editor, you will instantly get into your game scene. This is because this disables reloading the domain, so it is to note that scripts wont be reloaded. For example, if you have a script with a static boolean that you make true when something happens, this will stay as true when you enter play mode again.
For the first one, you can assign the component like you did with try get component but instead of setting a boolean you can just go and say _damageFlasher?.Flash(); The ? makes it so if the item prior is null it stops there and ignores the call to the method. Only works with nullable types tho, but it's less clunky than having a boolean for each optional component.
Nice tips! For the first tip, isn't it better if saw those exceptions so we can tackle as early as possible? This reminded me of some good cases where force unwrapping is sometimes good to avoid getting into an undetermined state of the app/game
Thanks for the video, however i disagree on the first tip, it's nice to have errors when something is not working as expected, otherwise in a bigger project you'll find yourself debugging something that simple for hours.
Exactly, it makes more sense to check if the component is not null before calling flash to prevent a crash. And still use a Debug.LogError which will popup in dev builds.
Is there a shortcut to jump to next or previous error while I'm in Visual Studio? I'm learning typing fast and is too time consuming to navigate with arrow keys (with or without Ctrl key).
Why every tutorial has simple Script and Not playing with advanced Script like real game developer do. You know what, my bos is Extremely Senior Game developer, and whenever i write a script by following youtube tutorial he always say it's wrong even it's work. He always destroy and delete my Branch on Plastic SCM. He doesnt like youtube tutorial He always force me to do his structure and code style. Even in simple game, He doesnt allow me to use a simple code, and my standart coding It's like he force me to make a code that can always be used in every Project
Congratulations on getting nominated for a Unity award! Keep it up! Happy for you guys! 🌟
Thank you so much!!
Did you all just watch me for the last 1.5 years while I made Protocol and say hey let's do this quick video on everything this guy keeps failing on??? 😅 too true and thank you. This is genuinely helpful!
the animation tip for repathing and F12 for following to the function!!!! going to save me hours
F12 = Same as holding control key and clicking on the function. (in vs)
At 5:35, the "ctrl+r+r" Does this feature exist in VSCode? I always use F2 to rename functions, but in VSCode, it only renames variable names and not the filename for me. Thank you for the tip! ^~^
No idea, have never used VSCode!
I did not know about The RESET function. That's really handy.
Such good tips. Vids like these can be generic but these are things I didn't know and I've been using unity for a while. Love that you called the thing in tip 4 a nipple haha
_canFlash = TryGetComponent(out _damageFlasher);
why many line when one line do?
Nice tips. Didn't know about a few of these.
The classic "if true then true else false" lol
lol, exactly what I came down here to say! 😛
Oh man thank you for the animation path edit tip 🙏 I used to tediously recreate every animation
Tip: if you go into Project Settings > Editor > Enter Play Mode Settings and toggle Enter Play Mode Options on, when you hit play in the editor, you will instantly get into your game scene. This is because this disables reloading the domain, so it is to note that scripts wont be reloaded. For example, if you have a script with a static boolean that you make true when something happens, this will stay as true when you enter play mode again.
For the first one, you can assign the component like you did with try get component but instead of setting a boolean you can just go and say _damageFlasher?.Flash(); The ? makes it so if the item prior is null it stops there and ignores the call to the method. Only works with nullable types tho, but it's less clunky than having a boolean for each optional component.
The ContextMenu thing is so legit useful. This stuff is never taught in Unity's godawful docs.
By the way, with the ContextMenu trick you can also use I believe it is a \ to create sub-menus as well. Example: Test Functions\Function 1
I have never saved a video so fast before.
Nice tips!
For the first tip, isn't it better if saw those exceptions so we can tackle as early as possible?
This reminded me of some good cases where force unwrapping is sometimes good to avoid getting into an undetermined state of the app/game
Very cool, thanks for sharing!
Great tutorial, thank you, you've gained a subscriber ☺
Super useful for sure, thank you very much sir
Thanks for the video, however i disagree on the first tip, it's nice to have errors when something is not working as expected, otherwise in a bigger project you'll find yourself debugging something that simple for hours.
Exactly, it makes more sense to check if the component is not null before calling flash to prevent a crash. And still use a Debug.LogError which will popup in dev builds.
I feel like this is mostly Visual Studio Tips that relate to unity more than anything
AWESOME TIPS! :) THANKS
Great video!
Number 9 was new to me
Is there a shortcut to jump to next or previous error while I'm in Visual Studio? I'm learning typing fast and is too time consuming to navigate with arrow keys (with or without Ctrl key).
WTF. Where was this video 6 months ago??? omg the first like 6 pertained exactly to my situation.
#2 would have saved me several hours just today 😂
I already knew most of it and i was like heh! But that reset thing, so many hours wasted 😂
Thanks!
pretty useful video
Keyboard shortcuts for comments are not Unity specific and are different for different IDE's.
@sasquatchbgames Why don't you ask to be voted for you in Unity Awards?
ctrl + r ctrl + r is a pwer move
Why every tutorial has simple Script and Not playing with advanced Script like real game developer do.
You know what, my bos is Extremely Senior Game developer, and whenever i write a script by following youtube tutorial he always say it's wrong even it's work. He always destroy and delete my Branch on Plastic SCM. He doesnt like youtube tutorial
He always force me to do his structure and code style. Even in simple game, He doesnt allow me to use a simple code, and my standart coding
It's like he force me to make a code that can always be used in every Project
👍👍👍👍👍
great
First