@@SondaPower It only fails if you are using Singletons / mutable Statics religiously, and don't manually reset them when starting the game up again. If neither your code nor your Assets need to refresh from a Domain Reload, keeping Domain Reload unchecked won't have any bad side-effects. I do keep 'Reload Scene' checked so the first Scene loads properly the same way any other scene would.
Excuse me, but in video has been mentioned several times: "get more info by link in description", like a C# Code style book, or ObjectPooling tutorial, but there is only a book of 80+ tips and there are no object pool and other mentioned themes...
They shared it in the description under this video Scalable art assets - 6 tips for improving workflows | Tutorial or you can find it by searching unity Create a C# style guide on google.
The examples of Muse code showcased are pretty bad and contains errors. In 6:17 for example, first the AddComponent() is not possible because Collider is an abstract class. Then, you're not doubling the size of the right collider because GetComponent() is not retrieving the collider of myObject, so this code is not working and is absolutely not not doing what was wanted. I didn't expect Muse to write working and pretty code (not yet), however I'm sorry but I would expect Unity to verify the code showcased in videos like this one, here it's a miss :/.
@@Nomad1108 Sorry I never used Muse myself yet, and GPT very little (only for specific things I'm not comfortable with like Regex). Guess you'll have to try yourself (or maybe search for some reviews online) to have a real opinion.
Careful when disabling domain and scene reload when entering play mode! There are a lot of moving parts that need to be addressed for this to work correctly
Sorry, I need some help with Unity working with Virtual Studio. When I add a component(script) and head to VS, most of the functions I intend to call don't come up, and as a result, whatever code I write in VS is not usable in Unity. Can anyone help out here? It's urgent!!
And this goes fully against the Naming Guidelines introduced by Unity some years ago, why say one thing and then say another!! OMG Unity, get your act together!!
+1 for conditional breakpoints and assertions. Will definitely start using them.
5:15 is so underrated
Until you will find out it's not a perfect solution 😅
@@SondaPower It only fails if you are using Singletons / mutable Statics religiously, and don't manually reset them when starting the game up again.
If neither your code nor your Assets need to refresh from a Domain Reload, keeping Domain Reload unchecked won't have any bad side-effects.
I do keep 'Reload Scene' checked so the first Scene loads properly the same way any other scene would.
TY best timestamp i ever clicked on
Best tip of all time
What are you on about pooling or the editor tip?
Excuse me, but in video has been mentioned several times: "get more info by link in description", like a C# Code style book, or ObjectPooling tutorial, but there is only a book of 80+ tips and there are no object pool and other mentioned themes...
They shared it in the description under this video Scalable art assets - 6 tips for improving workflows | Tutorial or you can find it by searching unity Create a C# style guide on google.
Lol unity..
Thanks for these pretty tutorials.
More of this please!
Super actual information thanks a lot unity!!!¡!!!!!!!!!!
Thank you very much for the tips! Very helpful ^-^
Great tutorial and very informative. Thank you
most usefull tips! thank you for this video!
The examples of Muse code showcased are pretty bad and contains errors. In 6:17 for example, first the AddComponent() is not possible because Collider is an abstract class. Then, you're not doubling the size of the right collider because GetComponent() is not retrieving the collider of myObject, so this code is not working and is absolutely not not doing what was wanted. I didn't expect Muse to write working and pretty code (not yet), however I'm sorry but I would expect Unity to verify the code showcased in videos like this one, here it's a miss :/.
I was about to ask if Muse was better than GPT-4o on code generation, what do you think?
@@Nomad1108 Sorry I never used Muse myself yet, and GPT very little (only for specific things I'm not comfortable with like Regex). Guess you'll have to try yourself (or maybe search for some reviews online) to have a real opinion.
Careful when disabling domain and scene reload when entering play mode! There are a lot of moving parts that need to be addressed for this to work correctly
changing script templates is soooo cool. i want it for years😓
What is difference between Assertions and Debug.LogError?
Sorry, I need some help with Unity working with Virtual Studio. When I add a component(script) and head to VS, most of the functions I intend to call don't come up, and as a result, whatever code I write in VS is not usable in Unity. Can anyone help out here? It's urgent!!
I love E-Book Thanks
so don't we have to wait for Unity 6 to be able to use Muse?
very very useful video
Good
You forgot to include the last section (Profiling) in the list of chapters.
REALLY HELPFUL!!
3:48 please stop doing this. It's 2024, you shouldn't need to add variable name prefixes...
And this goes fully against the Naming Guidelines introduced by Unity some years ago, why say one thing and then say another!! OMG Unity, get your act together!!
Taking a "Code style" advice from Unity team is a joke
Ponzi Growth Engine
I want to check Unity Test Framework tutorial, but it is missing from vide description, when voice over said to check it below!
These tips are very useful
Thanks great stuff!
Super useful tips!
Thank you! keep going with those videos!
Don't you want reload scene on with domain reolad off?
Has Unity given up on suggesting using assembly definitions? I'm using them but Unity still keeps recompiling everything!
Presented by Pete Jepson, he is a very good teacher from the Udemy. I wonder what is his connection with Unity ...
thanks this is awesome. more videos like this.
Assembly definitions also are a great addition for a good code base and faster editor compilation speeds
Stuff like this is why I open UA-cam everyday
This one was great guys nice work. Having clear and concise videos like this is super handy for everyone
great tutorial, this is what we need, thank you!!!
Thanks! So helpful.
muse i useless....
Why Unity Pro $2,040.00?
Sorry don't buy, The error this wrong Unity Hub.
$2040 / 12 months = $170 usd monthly.
the price is correct, that's just how much cost unity pro.
@@pedroduran8927 also you don't need to buy it, Unity 6 will remove the splash, just buy pro for certain features. I'm sure you don't need them
Lol like this Unity 6 Pro
It's a hugh corporate company now.