All posts in "C#"

Why you should do code reviews – And how to do them right

Have you heard about code reviews but never done one?  Or are you struggling to do code reviews right?  Maybe you dread the words ‘code review’ from terrible past experiences…  Here, I’ll go over why you need code reviews in your project, and how to get the most value out of them with the least pain.  Code reviews can be a great, positive, and fun experience, while making your project code quality dramatically better, and improving your developer skillset.

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Debugging in Unity3D

By Jason Weimann / May 14, 2018

Learn how to use the VisualStudio Debugger to find and fix problems in your Unity projects.  We’ll go through setting up breakpoints, attaching to the process, stepping over and through things, and even add some watches.  If you’ve never used the debugger before, prepare to be amazed by the new awesomeness that awaits.

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Unity Code Reviews

For the last few months, I’ve been reviewing different Unity projects publicly.  Going through the code, looking for areas where the project can be improved, and providing recommendations and advice.  Here, I’ve gathered a few of those reviews for you to take a look at.  You’ll be able to see some real peoples actual projects, and go through the code with me as we explore how they’re put it together.

 

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Build a 3rd person shooter in Unity – Part 2

By Jason Weimann / February 3, 2018

Build a 3rd person shooter from the ground up. Part 2 of this series covers weapon use (firing a gun in Unity) with raycasting to hit the correct targets.  We’ll also setup a reusable health system for our bad guys, player, and even props.  Then we’ll drop into particles for muzzle flashes and sound effect basics.

 

 

Get the Third Person Control Code

Download The Muzzle Flash Particle – —>>> HERE <<<—

 

Get the Gun & Health Code

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Build a 3rd person shooter in Unity – Part 1

By Jason Weimann / February 1, 2018

Build a 3rd person shooter from the ground up. In this series we’ll put together all essentials for a 3rd person shooter game in Unity3D. We’ll do character control, shooting, exploding, animating, making loud explosions, and more! If you want to build a third person shooter, follow along 🙂

 

 

 

Get the Third Person Control Code

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SOLID Unity3D Code Architecture – The Open Closed Principal

Are you ready to start using the SOLID principals in your Unity3D Project?  Learn how the Open Closed Principal (the O in SOLID) can make your game easier to develop, extend, and maintain.  By using simple interfaces and separating out some code, we’ll convert a solution that’s destined for messiness into a clean and SOLID Unity3D project.

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What to Look Out For

  1. Adding new functionality requires you to modify your existing classes
  2. Your class is handling different inputs in different ways to the same method.
  3. You start to see if & else if statements cluttering your code.

Ways to Implement The Open Closed Principal in Unity

  • Have your classes act on interfaces, not discrete implementations
  • Use base classes and override their functionality
  • Add events to your class and have other components on the gameobject register for those events instead of the class calling them directly

 

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