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About this Document. Can I share this document?. Corrections / Contributions. What else do you do?. Social. Additional Reading




About this Document

This document is written by Attila “Gabriel” Branyiczky of Bluish-Green Productions.

Bluish-Green Productions

 

I created this document to keep a “quick-reference” of solutions I found to various problems and C# programming techniques. The document includes links to source videos, code snippets, and even a few diagrams.

 

Please note that I provide access to this document “as-is”, and the info may not be 100% up to date, or complete (there are a few sections I have yet to complete).

Can I share this document?

Please do! This is free information for everyone, so please keep it free. Share this doc using the link below;

https: //docs. google. com/document/d/1S8rUWzLJP_howT-UBuCSH-5BQJloAoPTYsZxSHsuIeA/edit? usp=sharing

Corrections / Contributions

Want to suggest an addition or change to this document? Please fill out the contact form on my website

What else do you do?

● I’m an independent game developer. I’ve made a couple games up on Steam, and some other tools and art assets

● I’ve given a few talks at the Toronto Unity Developer’s Meetup, a few of which are up on my YouTube channel

● I also have a Game Design Podcast with over 50 episodes called Gameology

Social

● Website Contact form

● @BluishGreenPro

● @AttilaGabriel

● BGP Facebook

● BluishGreenPro - itch. io

● Attila " Gabriel" Branyiczky | LinkedIn

Additional Reading

● Game Programming Patterns

○ “Game Programming Patterns is a collection of patterns I found in games that make code cleaner, easier to understand, and faster. ”

● Catlike Coding Tutorials

○ Comprehensive text-and-photo based tutorials

Table of Contents

About this Document

Can I share this document?

Corrections / Contributions

What else do you do?

Social

Table of Contents

General

IDE / UI

Hints / Tips

Custom Inspector Editor

Custom Editor Window

Visual Studio:

Debugging

FAQs / Debugging:

Feature `___' cannot be used because it is not part of the C# 4. 0 language specification

Lighting Issues on Scene Load:

Interfaces (which I created)

IMenuParent< TChildClass, TData>

IMenuChild

Execution Order

SceneManagement

Scene Reference

Reload Current Scene:

Load the next consecutive Scene:

Load Arbitrary Scenes:

Play from a specific Scene:

Best Practices

Audio

Destroy

Animator

Scriptable Objects

Unity Coroutines vs C# Async

Programming

Cameras

General

Viewport Rect (Split-Screen Setup)

Creating a Layered GUI Camera

Render Textures

Prototyping

Optimization

File IO

PlayerPrefs

ConstrainedPrefs

Using JSON

Saving:

Loading:

Creating a Directory:

Input

General

Legacy Input Manager

Keyboard

Mouse

Right-Click

New Input System

Particles

Shader Graph

3D

Best Practices

Raycasting:

Collision Handling

3D Tilemap:

Lighting

Light Probes

2D

Best Practices

Sprite Import Settings;

Sprite Masking

Sprite Rigging

2D Lights

Top-Down Movement:

Collision Handling

Physics Effectors

Tilemap

UI

UI Best Practices and Optimization

Canvas Setup

Toggle Component

Hide / Disable on Deselect (click away)

Check if the Pointer is over a UI Element

Useful Source Code

PatrolPath:

Unity Extensions

TextMeshPro

Rich Text Tags:

TMP Input Field

Set Container Size to match text contents

Cinemachine

3D Camera Setup:

2D Camera Setup:

ProBuilder

Shaders

Info Dump

Creating a Noise image

C# Scripting

Callbacks

Pass-Through Method:

As keyword:

Programming Patterns

Declarative vs Imperative Programming

Singleton Pattern

Dependency Injection

Unity Features

RequireComponent

Scriptable Objects

Coroutines

Namespaces

Using directive

C# Language Features

Enums

Statements vs Expressions:

Partial

Generics

Inheritance

StringBuilder

Lists

Lazy Evaluation

Extension Methods

Delegates

Events

Lambda Expressions

LINQ (Language Integrated Query)

LINQ Extension Methods

Indexers

Statement Keywords:

Selection statements

Switch:

Iteration statements

Jump statements

Exception handling statements

Checked and unchecked

fixed statement

lock statement

Properties, Fields, Variables, Argument Keywords

Ideal number of Properties for a Method: 4 or less

Properties

Out / In / Ref

Operators:

Ternary Operator?

New Operator:

=> Operator:

Types

Class & Structs (Objects)

Interface

Type Casting

Delegates

Dynamic:

Modifiers

Accessibility Levels

Readonly

Const

Static

Override & Virtual Classes

Abstract & Sealed

Access Keywords

This

Base

Game Design

Risk / Reward

Risk Tolerance

Equations

Logistics Curve

Lerp Two Colors

Unequal Mapping Equation

Lorem Ipsum Dummy Text

Juice

Types of Juice

When to Apply Juice

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