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jacksondunstan.com
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mastering c# and unity3d
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an alternative to events
easy threading with coroutines
memory allocation without the gc
json is incredibly bloated
a simpler finite state machine (fsm)
catching exceptions in coroutines
json libraries comparison in unity 5.5
unit testing code that uses the unity engine: part 2
unit testing code that uses the unity engine: part 1
how to detect if the unity engine is available
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an alternative to events http://jacksondunstan.com/articles/3753
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easy threading with coroutines http://jacksondunstan.com/articles/3746
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memory allocation without the gc http://jacksondunstan.com/articles/3740
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memory http://jacksondunstan.com/articles/tag/memory
read the rest of this article » http://jacksondunstan.com/articles/3740#more-3740
7 comments http://jacksondunstan.com/articles/3740#comments
json is incredibly bloated http://jacksondunstan.com/articles/3733
custom http://jacksondunstan.com/articles/tag/custom
json http://jacksondunstan.com/articles/tag/json
jsonutility http://jacksondunstan.com/articles/tag/jsonutility
unsafe http://jacksondunstan.com/articles/tag/unsafe
read the rest of this article » http://jacksondunstan.com/articles/3733#more-3733
6 comments http://jacksondunstan.com/articles/3733#comments
a simpler finite state machine (fsm) http://jacksondunstan.com/articles/3726
coroutine http://jacksondunstan.com/articles/tag/coroutine
finite state machine http://jacksondunstan.com/articles/tag/finite-state-machine
iterator http://jacksondunstan.com/articles/tag/iterator
pure code http://jacksondunstan.com/articles/tag/pure-code
read the rest of this article » http://jacksondunstan.com/articles/3726#more-3726
8 comments http://jacksondunstan.com/articles/3726#comments
catching exceptions in coroutines http://jacksondunstan.com/articles/3718
coroutine http://jacksondunstan.com/articles/tag/coroutine
exception http://jacksondunstan.com/articles/tag/exception
iterator http://jacksondunstan.com/articles/tag/iterator
read the rest of this article » http://jacksondunstan.com/articles/3718#more-3718
no comments http://jacksondunstan.com/articles/3718#respond
json libraries comparison in unity 5.5 http://jacksondunstan.com/articles/3714
5.5 http://jacksondunstan.com/articles/tag/5-5
fullserializer http://jacksondunstan.com/articles/tag/fullserializer
json http://jacksondunstan.com/articles/tag/json
jsondotnet http://jacksondunstan.com/articles/tag/jsondotnet
litjson http://jacksondunstan.com/articles/tag/litjson
read the rest of this article » http://jacksondunstan.com/articles/3714#more-3714
3 comments http://jacksondunstan.com/articles/3714#comments
unit testing code that uses the unity engine: part 2 http://jacksondunstan.com/articles/3706
code coverage http://jacksondunstan.com/articles/tag/code-coverage
dll http://jacksondunstan.com/articles/tag/dll
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unit testing code that uses the unity engine: part 1 http://jacksondunstan.com/articles/3694
code coverage http://jacksondunstan.com/articles/tag/code-coverage
interface http://jacksondunstan.com/articles/tag/interface
mock http://jacksondunstan.com/articles/tag/mock
testing http://jacksondunstan.com/articles/tag/testing
unity engine http://jacksondunstan.com/articles/tag/unity-engine
read the rest of this article » http://jacksondunstan.com/articles/3694#more-3694
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how to detect if the unity engine is available http://jacksondunstan.com/articles/3688
conditional compilation http://jacksondunstan.com/articles/tag/conditional-compilation
preprocessor http://jacksondunstan.com/articles/tag/preprocessor
unity engine http://jacksondunstan.com/articles/tag/unity-engine
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jacksondunstan.com mastering c# and unity3d about tip-of-the-week rss feed mail an alternative to events feb 20, 2017 tags: delegate, event, garbage, performance c# has built-in events and they work fine in unity projects. end of story, right? not so fast! have you ever wondered why the unity api doesn’t have any c# events in it? or why unity made their own unityevent class for ugui? maybe there are some valid reasons to avoid c#’s events. today’s article discusses an alternative with some serious upsides. read on to learn more! read the rest of this article » no comments easy threading with coroutines feb 13, 2017 tags: coroutines, threads coroutines are great for tasks that are easy to break up into little chunks, but we still need threads for long-running blocking calls. today’s article shows how you can mix some threads into your coroutines to easily combine these two kinds of asynchronous processes. read the rest of this article » 4 comments memory allocation without the gc feb 6, 2017 tags: allocation, garbage, memory unity’s garbage collector is super slow and the bane of our programming life. it’s the reason we can’t use foreach, have to make pools of objects, and go to great lengths to avoid boxing. it’s also seemingly mandatory, but that’s not quite true. today’s article shows you a way that you can skip the gc and still allocate memory! read the rest of this article » 7 comments json is incredibly bloated jan 30, 2017 tags: custom, json, jsonutility, unsafe in previous articles i’ve compared the performance of various json libraries. unity’s built-in jsonutility usually comes out on top, but that conclusion loses sight of the bigger picture. jsonutility is only really fast when you compare it to other json libraries. compared to non-json alternatives, it’s ludicrously slow and oversized. today’s article compares json to an alternative format to highlight just how bloated json is. read the rest of this article » 6 comments a simpler finite state machine (fsm) jan 23, 2017 tags: coroutine, finite state machine, iterator, pure code in my last article about finite state machines (fsm) for unity, i showed a “pure code” way to create a state machine, states, and transitions between those states. it worked, but i wanted to create a simpler system. i’ll show you it today! read the rest of this article » 8 comments catching exceptions in coroutines jan 16, 2017 tags: coroutine, exception, iterator unity code frequently makes use of the coroutine feature of monobehaviour. it can make asynchronous code a lot easier to write, but runs into problems when exceptions are thrown. there’s no avoiding exceptions since they’re built into c# (e.g. nullreferenceexception) but we can cope with them, even when they’re in coroutines. today’s article introduces a helper function or two that you can drop into your projects to help you handle exceptions thrown from your coroutines. read on to learn how! read the rest of this article » no comments json libraries comparison in unity 5.5 jan 9, 2017 tags: 5.5, fullserializer, json, jsondotnet, litjson unity 5.5 has been out for about a month now and it’s time to update the benchmarks for json libraries. which is fastest now? which creates the least garbage? read on to find out! read the rest of this article » 3 comments unit testing code that uses the unity engine: part 2 dec 19, 2016 tags: code coverage, dll, interface, mock, testing, unity engine last week’s article showed a technique that you can use to abstract the unity engine so that you can test code that uses it. today’s article presents another technique that allows you to remove this abstraction layer so your game code is faster and more natural. read on to learn how! read the rest of this article » no comments unit testing code that uses the unity engine: part 1 dec 12, 2016 tags: code coverage, interface, mock, testing, unity engine how do you write unit tests for code that uses the unity engine to play sounds, make web calls, or render graphics? today’s article shows one solution! read the rest of this article » no comments how to detect if the unity engine is available dec 5, 2016 tags: conditional compilation, preprocessor, unity engine sometimes we write code that’s meant to be run outside of the unity engine. this could be anything from unit tests being run in monodevelop or visual studio to shared code that’s used on a multiplayer server. regardless, the unity engine isn’t available for use unless you’re running in the editor or a deployed build. this means you’ll have problems whenever you access the unity engine via debug.log, gameobject, or monobehaviour. today’s article shares some quick tips that enable you to tweak your code so that you can detect whether the unity engine is available for use. read on to learn how! read the rest of this article » 2 comments « older entries


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