Wow, number 2 (grouping with subclasses) - I've been using Unity commercially for 2 years and I didn't know you could do that. I also found the wrapper class for SDKs a great tip, I'm going to start doing that.
Fucking godly video. Could not believe that you managed to get tips so good, like this is an epitome. The sooner you can apply all of these, the sooner you become a great dev.
Really cool video, but I would not recommend Singleton as a good pattern. Global access from everywhere may seems cool at first but when you project starts growing it becomes a nightmare. Because of global access bugs can come from anywhere and you also cannot swap out a Singleton and replace it with another implementation like you would do with interfaces.
Wonderful and useful video. I saw some advices a haven't seen yet. Also, this is so short. Every second filled with information. Can you make video with your thoughts on different levels (junior, middle, etc) and requirements for them in Unity?
Can you please help on the other video Flapping Bird, got error NullReferenceException and MissingCompomentException. Pleasee help answer Thanksss as I already did suscribe your channel.
I started learning C# like 3 months ago(learned pretty much all the basics, now studying unity to make games, though I need to learn more about Interfaces, Delegates, multithreading, events, database management, exception handling, linq and probably some other stuff I havn't even heard about yet) Aren't some of these kind of obvious? Singleton Pattern: Like geeduh the singleton pattern design of only 1 instance per object is easier to manage, easier to read and easier to mantain, but surely such a design philosphy can't always be done, since you're sometimes going to need to create systems that need multiple instances of specific classes/objects? API Wrapper Classes: How else would you do it? Like sure if you only need to call the API maybe once or twice in your entire program, maybe you don't need an entire class for it, but more than that surely better to make a class for managing it and easier to add on things to it in future. Don't use code you don't understand: I mean should be mega obvious, though obviously sometimes you may have no choice, especially if the api of the 3rd party you're using, isn't well documented. Version Control: Who the hell is getting hired(excluding junior positions, though they should know it anyway) if they havn't learned version control wtf?? on naming convention on variable , class and organizing classes/methods names/parameters for readability. 100% agree though surprises me how so many professionals don't do this well from reading some random source code in some projects.
Sometimes you want exceptions to be thrown but you always want to catch them afterwards, except your program might stop running or the script where the exception occured. Which is never wanted. Ever.
Wow, number 2 (grouping with subclasses) - I've been using Unity commercially for 2 years and I didn't know you could do that. I also found the wrapper class for SDKs a great tip, I'm going to start doing that.
Great idea for a video, I haven't seen this done before. Keep up the good work.
Fucking godly video. Could not believe that you managed to get tips so good, like this is an epitome. The sooner you can apply all of these, the sooner you become a great dev.
thank's, your tips is helpful to improve my work with unity3D
Really cool video, but I would not recommend Singleton as a good pattern. Global access from everywhere may seems cool at first but when you project starts growing it becomes a nightmare. Because of global access bugs can come from anywhere and you also cannot swap out a Singleton and replace it with another implementation like you would do with interfaces.
What's the problem if you see usages in IDE? You can track an issue.
Wonderful and useful video. I saw some advices a haven't seen yet. Also, this is so short. Every second filled with information.
Can you make video with your thoughts on different levels (junior, middle, etc) and requirements for them in Unity?
Great video as always! I hope you get back to posting videos more often!
Big thanks to you for those tips!
I love your code man seriously so awesome :D i feel envious haha
Can you please help on the other video Flapping Bird, got error NullReferenceException and MissingCompomentException. Pleasee help answer
Thanksss as I already did suscribe your channel.
I started learning C# like 3 months ago(learned pretty much all the basics, now studying unity to make games, though I need to learn more about Interfaces, Delegates, multithreading, events, database management, exception handling, linq and probably some other stuff I havn't even heard about yet)
Aren't some of these kind of obvious?
Singleton Pattern: Like geeduh the singleton pattern design of only 1 instance per object is easier to manage, easier to read and easier to mantain, but surely such a design philosphy can't always be done, since you're sometimes going to need to create systems that need multiple instances of specific classes/objects?
API Wrapper Classes: How else would you do it? Like sure if you only need to call the API maybe once or twice in your entire program, maybe you don't need an entire class for it, but more than that surely better to make a class for managing it and easier to add on things to it in future.
Don't use code you don't understand: I mean should be mega obvious, though obviously sometimes you may have no choice, especially if the api of the 3rd party you're using, isn't well documented.
Version Control: Who the hell is getting hired(excluding junior positions, though they should know it anyway) if they havn't learned version control wtf??
on naming convention on variable , class and organizing classes/methods names/parameters for readability. 100% agree though surprises me how so many professionals don't do this well from reading some random source code in some projects.
I disagree with your first tip. Sometimes you want exception to be thrown
Sometimes you want exceptions to be thrown but you always want to catch them afterwards, except your program might stop running or the script where the exception occured. Which is never wanted. Ever.
This video was too complicated as a beginner :(
Would you be interested in doing some paid work fixing a mobile game?