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jacksondunstan.com mastering c# and unity3d about tip-of-the-week rss feed mail 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 how to easily use callback functions in coroutines nov 28, 2016 tags: callback, coroutine, iterator in asynchronous programming we’re constantly dealing with callback functions. maybe you have to call some function in a third party library that takes a callback function. regardless, unity programmers often want to use coroutines for their asynchronous tasks. today’s article show you how you can use callback-based code from your coroutines, all while being simple and easy to use. read on to learn how! read the rest of this article » 2 comments inadvertent “global” variables nov 21, 2016 global variables are bad for a variety of reasons. chief among them is that you can’t just look at one part of the code in isolation because it may be affected by a global variable that’s being used elsewhere. the problem actually exists as a spectrum where global variables are the worst and local variables are the best. in between are all kinds variables that make up the program’s “shared state”. today’s article discusses that part and shows just how easy it is to inadvertently introduce it! read the rest of this article » no comments runtime assert levels nov 14, 2016 logs have levels: debug, warning, error, etc. so why are all runtime asserts on just one level? today’s article provides some code that allows you to add levels to your asserts based on how fast they are: fast, normal, slow, super slow. it also shows how to use these levels to balance between performance and safety. read the rest of this article » no comments how to use runtime asserts to find bugs nov 7, 2016 tags: assert, conditional compilation, error, exception, garbage runtime asserts, not the asserts in unit tests, are a valuable debugging tool for any game developer. today’s article shows you what they are, how to use them, how not to use them, and how they work. read on to learn more! read the rest of this article » no comments replacing events in mv-c oct 31, 2016 tags: classes, design pattern, events, interfaces, mv-c, pure code this article shows you how to remove events from the mv-c design pattern to make it simpler to understand, safer to use, and faster to execute. it’s a step-by-step lesson in refactoring. start by reading the mv-c article, then read on! read the rest of this article » 1 comment the problems with events oct 24, 2016 tags: delegate, design, event, interface there’s no question that the for loop is a good idea, but events are much more complex. they’re enshrined into c# by the event keyword, but not everything about them is good. today’s article shows some considerations you should take into account when deciding whether or not to use an event. bonus: it includes some little extension methods to make using events and delegates easier! read the rest of this article » no comments introducing mv-c: a unity-specific design pattern oct 17, 2016 tags: controller, design pattern, interface, model, model-view, pure code, unit testing, view last year i introduced a unity-based model-view-controller (mvc) design pattern and in the many comments on that article, a theme arose. the “model” part of mvc is arguably not necessary since unity stores so much of the data itself. today’s article takes that theme and elaborates on it to create and introduce a new unity-specific design pattern. read on to see how this adaptation of mvc works! read the rest of this article » 5 comments unity function performance followup oct 10, 2016 tags: delegate, function, instance, lambda, performance, sendmessage, static by request, today’s article follows up on my unity function performance article from a year and a half ago using unity 5.0. it adds on gameobject.sendmessage and virtual functions to get a more complete picture of how various function calls in unity perform. of course it runs these tests using unity 5.4 to see if there have been any changes in the engine. read on for the results! read the rest of this article » 6 comments iterators vs. callbacks: performance and garbage oct 3, 2016 tags: callback, class, delegate, enumerable, enumerator, function, interface, iterator iterator functions and their ability to yield return values then continue on really come in handy for a variety of situations. unfortunately, they come with some pretty serious performance and garbage creation drawbacks. so today’s article explores alternatives in various forms of callbacks: delegates, interfaces, and classes. can they perform better than iterator functions? can they avoid garbage creation? read on to find out! read the rest of this article » 1 comment « older entries


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