In a previous post I told you about my plan to become a teacher, and said I might give a few comments about the process so far. Here goes nothing.
I’ve been planning to say something for a while now about some life changes that I’ve been slowly working toward. As the list of things likely to go wrong shrinks, and the other things I’d like to say increasingly need references to stuff I haven’t shared yet, it’s about time for an announcement.
I’m back from Lisbon [edit: that was actually in November, but for some reason I wrote this at the time and left it in drafts]. When I got back from Italy (Naples, Rome, Florence and briefly Venice) I wrote a big post with a degree of care to be on-topic for the design aspect of Continue Reading
Inspired by the discussion I got into this morning on Twitter, where there simply aren’t enough characters, my strong feelings on tutorial design.
tl;dr: You can check whether a Unity.Object (including Component, GameObject, MonoBehaviour, etc.) is null using if (variableName), because it has an implicit bool operator that checks != null. If you’re trying to expose generic-typed properties in the inspector, you should constrain them with where T : Component or similar, or strange things may happen when Continue Reading
For there are many, many things that can go wrong as you try to manipulate uGUI objects.
It’s amazing how much you can learn about user experience by getting out, going to places and doing things. Unless you’ve actually tried it, in which case it’s pretty obvious that experiencing things is going to teach you about experiences.
Object pooling is pretty simple, and I was put off a lot of existing guides and examples by what seemed like unnecessary complexity. Since then my own solution has probably got at least as complicated, but I’ll explain as I go; your mileage my vary.
Some more Unity 3D tips that I need to write down while I remember them. (You might be interested in the previous ones.) TL;DR: Don’t forget to use Time.deltaTime for per-second change. Content Size Fitters update late, so read their properties at end of frame.
Between mentoring game jams and working on my own stuff, I’ve ended up with a list of basic Unity scripting pitfalls, many of which don’t cause runtime exceptions or log any errors. I emphasise that most of these are really basic, and anyone who spends a while with the platform will internalise them sooner or later, Continue Reading