UnityLearn – Beginner Programming – Observer Pattern – Pt. 02 – Working with Multiple Subscriptions

Novemeber 5, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Working with Multiple Subscriptions

Creating a Parameterized Event

Parameterized Event: an event that takes in at least one parameter

Points of Reference

A subscriber must have a reference to the publisher (class raising the event) in order to be able to subscribe to that event.

The general pattern for making delegates and events from how they have done it so far is that you create the overall delegate type that you will want the events to use outside of a class definition and public (so that all classes that want to make an event of this delegate type can use this single delegate type as a reference). The events themselves are then within the class definition, and use that newly created delegate type.

Example Breakdown

I broke down the tutorial example in order to better understand it.

The parameterized event is created in the EnemyController script. This is done by creating a delegate called EnemyDestroyedHandler outside of the class definition in the EnemyController script (this delegate is of type void and takes an int parameter, so any event using this must do follow the same signature). They then created a public event of type EnemyDestroyedHandler named EnemyDestroyed within the class definition of EnemyController.

Since subscribers need references to the publishers in order to subscribe to their events, they go to the GameSceneController class to subscribe to the EnemyDestroyed event since it already has references to the EnemyController class in its spawning methods. Here they add a method (Enemy_EnemyDestroyed, the default name) from within the GameSceneController class to the EnemyDestroyed event. It matches the signature (return type void, with a single paramter of type int). Now, when the EnemyDestroyed event is called in the EnemyController script, the parameter input given there is the same parameter input used for all methods subscribed to that event. So in EnemyController, EnemyDestroyed(pointValue) ends up calling Enemy_EnemyDestroyed(pointValue) from within the GameSceneController class.

The GameSceneController also creates its own event of type EnemyDestroyedHandler named ScoreUpdatedOnKill. This uses the same delegate type created in the EnemyController script, so they just need to create the event here in the GameSceneController script. It should be noted that this can be done simply because they are using the same signature delegate type here, it does not necessarily even have to do with the fact that its a similar game related event. This event is then called within the Enemy_EnemyDestroyed method, which is subscribed to the EnemyController EnemyDestroyed event already. So this creates a chain of method calls from a single event.

This event, ScoreUpdatedOnKill, is used to update the HUD score value. To accomplish this, we need the HUDController class to subscribe to the event. So they go to the HUDController and create a reference to the GameSceneController class (since subscribers must have a reference to the publisher). Since the GameSceneController is an object that will persist throughout the entirety of the game, they simply create the reference to it and subscribe to the event within the GameSceneController within the Start method of the HUDController.

ScoreUpdatedOnKill, the GameSceneController event, is given the method GameSceneController_ScoreUpdatedOnKill from the HUDController. This method simply calls the method UpdateScore which changes the text to match the new score.

It is important to note that since this is a chain of events, as opposed to multiple subscribers subscribing to a single event, the value passed throughout the chain can change. The EnemyDestroyed event in EnemyController uses the int pointValue, so that the GameSceneController method Enemy_EnemyDestroyed subscribed to it adds that value to the totalPoints, which is held within the GameSceneController. The GameSceneController then passes totalPoints (not pointValue) into its event, ScoreUpdatedOnKill, which is the event the HUDController subscribes to in order to update the score. This makes sure it displays the new total score as opposed to just the value for the last score gained.

I wanted to make this difference clear since I also noted that multiple subscribers to a single parameterized event will all use the same parameters. This chain of events simply use the same delegate type because they just happen to want to use the same signature (return type void with a single int parameter) and nothing more.

Multiple Subscribers

You can have several classes subscribe to the same event.

What was weird for this example was that they just wanted to reenable the firing mechanism for the player when an enemy was destroyed, using the same ScoreUpdatedOnKill event. This event requires a method of return type void with an int parameter. So they made a method satisfying this, but it doesn’t use the int parameter at all. It simply calls another method that is just void return type with no input parameter, EnableProjectile (which lets the player fire again). Since you can simply subscribe to an event with a method that just calls another method, your method actually doing work does not particularly have to match the signature of the original delegate type.

Conclusion

Actions (C#): types in the System namespace that allow you to encapsulate methods without explicitly defining a delegate

Actions are inherently delegate types so they keep you from having to separately define a delegate when creating an event. They mention that they will just use actions from here on for the course, so I assume this is generally better and cleaner practice this way. This does make more sense with my recent understanding that the delegate signature type is not particularly that crucial for the actual outcome when dealing with this subscriber and publisher pattern.

SUMMARY

Subscribers need a reference to their publisher in order to use their events, so look for places where you are already creating this reference for improved efficiency. An event can have multiple subscribers, so calling that event can call multiple methods from multiple objects. You can also create chains of actions that call methods while starting other events. Actions are a more compact and cleaner way to create an event without the need for separately creating the delegate.

UnityLearn – Beginner Programming – Observer Pattern – Pt. 01 – Handling Events

Novemeber 4, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Handling Events

The Demo Project

This section focused on handling inter-object communications. They covered direct object calls, tight coupling, and loose coupling. This topic was covered using mostly delegates and events.

Events: something that happens within the context of one object to be communicated to other

The first objective of the tutorial was to restric the rate of fire of the player ship so that it could only have one projectile on the screen at any time. They could not fire again until that projectile was destroyed (which in this case, only occurred once it left the screen).

Direct Object Calls

Direct Object Calls: directly make a call from within one object to a method in another object (usually through public methods)

Example: The ship needed to be able to fire again when the projectile reached the end of the screen. The projectile used a reference to the PlayerController to call a method within it when the projectile reached the end of the screen to reenable the firing mechanism.

Costs: This forces you to expose a lot of methods within objects so that others may access them.

Tight Coupling

Tight Coupling: making objects dependent on one another; can be done by having one object call a method found in another object

Costs:

  • Difficult to maintain and debug
  • Not easily scalable
  • Impedes collaboration (like Git or Collab)
  • Complicates Unit Testing

Delegates and Events

This section looks to use delegates and events to get around the issues found with direct object calls and tight coupling. These allow for loose coupling.

Important Notes
  • One way to think of delegates is that they are method variables.
  • All events have an underlying delegate type.

Example: The ProjectileController script created a public delegate and public event. It then called that event within its code somewhere (which would then execute any methods assigned to that event). The PlayerController assigned one of its methods to that public event when instantiating the projectile. The ProjectileController could then effectively call that PlayerController method by calling the event within it.

SUMMARY

Delegates and events can provide a nice way to create loose coupling, which can lead to better and easier to maintain ways to allow your objects to communicate between one another. Be careful with direct object calls and tight coupling as they can reduce encapsulation and lead to tricky debugging problems down the road.

UnityLearn – Beginner Programming – Tips & Considerations – Pt. 05

October 29, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Tips & Considerations

Unity’s Order of Events

Unity’s Order of Events:
Awake : OnEnable : Start : Update : OnDisable : OnDestroy

  • Awake: first function called when object is instantiated; true whether added to scene in editor or instantiated in code
  • OnEnable: event; fired when enabled gameObject is instantiated or when a disabled object is enabled
  • Start: after Awake, and OnEnable, but before the 1st frame update
  • Update: happens every frame after initialization methods
    • FixedUpdate: frame-independent and occurs before physics calculations are performed
    • LateUpdate: called once per frame after update method has completed execution
  • OnDisable: event; fires when object is disabled, or before it is destroyed
  • OnDestroy: execute when object is destroyed in code, or when scene containing it is unloaded

Reference Caching: creating a field for a reference and getting that reference once during initialization to use whenever that object is needed

This information is very useful to understand when you start referencing a lot of objects throughout your code and have a lot of pieces working together. This will help with avoiding errors, and debugging when those types of issues do come up. This is something I ran into a lot when working on my scene manager project as getting references was a bit of a pain and the timing was very crucial.

Using Attributes

Attributes (C#): powerful method of associating metadata, or declarative information, with code
Unity provides number of attributes to avoid mistakes and enhance functionality of inspector.

Some common attributes used in Unity include:

  • SerializeField: makes a field accessible to the inspector
  • Range
  • Header
  • Space
  • RequireComponent

Public fields are inherently accessible by the inspector, but many other access modifiers hide the field from the inspector (like private). To get around this, you add the SerializeField attribute.

The RequireComponent attribute takes in a type and automatically adds that component type to the same gameObject whenever this object is placed. It also ensures that the other component cannot be removed while this component exists on the gameObject.

UnityLearn – Beginner Programming – Delegates, Events, and Actions – Pt. 04

October 25, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Delegates, Events, and Actions

Delegates

Delegate: in C#, a type designed to hold a reference to a method in a delegate object

  • Delgates are created using the “delegate” keyword.
  • They are defined by their signature, meaning their return type.
  • Finally they have parameters which they take in, similar to methods.

Using a delegate allowed us to parameterize a method. Using the delegate as a parameter for a method also allows us to use any method which matches that delegate’s signature to satisfy the parameter.

These are some snippets from two scripts, GameSceneController and EnemyController, that show some basics of utilizing delegates:

– In GameSceneController script
public delegate void TextOutputHandler(string text);

public void OutputText (string output)
{
Debug.LogFormat(“{0} output by GameSceneController”, output);
}

– In EnemyController script
void Update()
{
MoveEnemy(gameSceneController.OutputText);
}

private void MoveEnemy(TextOutputHandler outputHandler)
{
transform.Translate(Vector2.down * Time.deltaTime, Space.World);

float bottom = transform.position.y – halfHeight;

if(bottom <= -gameSceneController.screenBounds.y)
{
outputHandler(“Enemy at bottom”);
gameSceneController.KillObject(this);
}
}

For example, in our case we created a public void delegate with a string parameter called TextOutputHandler. Then another one of our methods, MoveEnemy, took a TextOutputHandler as a parameter, named outputHandler. Any method matching the signature of the delegate (in this case, public void with input parameter string) can satisfy the input parameter for the MoveEnemy method. As can be seen in the example, whatever method is passed in will be given the string “Enemy at bottom”.

A delegate used this way is commonly known as a “Callback”.

Events

C# Events: enable a class or object to notify other classes or objects when something of interest occurs.
Publisher: class that sends the event
Subscriber: class that receives/handles the event

Things like Unity’s UI elements use events inherently. For example, the Button script uses events to tell scripts when to activate when a button is clicked. This is different from a basic way of doing inputs which checks every frame if a button is being pressed (which is called “polling”). This is also why creating UI elements in Unity automatically creates an EventSystem object for you.

In C#, events are declared using the “event” keyword, and all events have an underlying delegate type.
C# events are multicast delegates.
Multicast delegate: delegate that can reference multiple methods

To help with my understanding, I tried testing the setup without having an EnemyController parameter to see why it was needed. I discovered it was necessary to pass along the reference so the small event system knew which object to destroy when calling the EnemyAtBottom method. Using Destroy(this.gameObject) or Destroy(gameObject) both just destroyed the SceneController as opposed to the individual enemies. This also helped me understand that adding a method to an event does not pass the method over as an equivalent, it simply means that when that event is called, that any methods assigned to it are also called in their current location in a class. So even though the event was being called in the EnemyController script, the method I added to it was still called within the GameSceneController script, which makes sense.

Example:

In EnemyController script


public delegate void EnemyEscapedHandler(EnemyController enemy);

public class EnemyController : Shape, IKillable
{
public event EnemyEscapedHandler EnemyEscaped;

void Update()
{
MoveEnemy();
}

private void MoveEnemy()
{
transform.Translate(Vector2.down * Time.deltaTime, Space.World);

float bottom = transform.position.y – halfHeight;

if(bottom <= -gameSceneController.screenBounds.y)
{
if(EnemyEscaped != null)
{
EnemyEscaped(this);
}
// Can be simplified to:
// EnemyEscaped?.Invoke(this);
}
}
}

In GameSceneController script:


public class GameSceneController : MonoBehaviour
{
private IEnumerator SpawnEnemies()
{
WaitForSeconds wait = new WaitForSeconds(2);

while (true)
{
float horizontalPosition = Random.Range(-screenBounds.x, screenBounds.x);
Vector2 spawnPosition = new Vector2(horizontalPosition, screenBounds.y);

EnemyController enemy = Instantiate(enemyPrefab, spawnPosition, Quaternion.identity);

enemy.EnemyEscaped += EnemyAtBottom;

yield return wait;
}
}

private void EnemyAtBottom(EnemyController enemy)
{
Destroy(enemy.gameObject);
Debug.Log(“Enemy escaped”);
}
}

I’ve simplified the scripts down to just the parts dealing with the events to make it easier to follow. As I understand it, we create the delegate: public delegate void EnemyEscapedHandler(EnemyController enemy) in the EnemyController script (but outside of the EnemyController class). Within the EnemyController class, we create an event of the type EnemyEscapedHandler, so this event can take on methods with the same signature as EnemyEscapedHandler. Within the MoveEnemy method, we invoke the EnemyEscaped event and satisfy its parameters by passing in this, which is the unique instance of the EnemyController script (after checking that there is a method assigned to this event).

Then in the GameSceneController script, we see that when we instantiate an enemy, we keep a reference to its EnemyController script. This is to assign the EnemyAtBottom method to each one’s EnemyEscaped event. Now anytime EnemyEscaped is called in the EnemyController script, it will then call the EnemyAtBottom script here, passing whatever parameter it (EnemyEscaped) has to the parameter for EnemyAtBottom. In this case, passing this in EnemyEscaped ensures that EnemyAtBottom knows which enemy to destroy.

Actions

Actions (C#): types in the System namespace that allow you to encapsulate methods without explicitly defining a delegate
In fact, they are delegates
Actions can be generic

An Action is just an event delegate that does not need another delegate to be created first to be used as a reference. The Action itself determines what parameters are necessary for the passed methods.

UnityLearn – Beginner Programming – Working with Classes – Pt. 03

October 22, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Working with Classes

The Four Pillars of OOP
  • 1. Encapsulation: grouping of data and methods into a cohesive object
  • 2. Abstraction: process of exposing only those features of an object necessary for interactions
  • 3. Inheritance: creating a new class based on and extending another
  • 4. Polymorphism: ability of an object of function to take on a different form

The PlayerController class created for this section of the tutorials dervied from the Shape class, which allowed it to inherit the SetColor method and change the player to yellow. It also extended the class by creating its own method, MovePlayer. I am trying to keep track of this to ensure I keep all the terminology straight.

There was an interesting approach to using WaitForSeconds in the enemy spawning method. Instead of directly using new WaitForSeconds directly in the yield return statement of the coroutine, they actually created a WaitForSeconds variable reference named wait. They then just used wait in the yield return statement in place of all the WaitForSeconds syntax. This is nice to keep in mind as another way to organize coroutines, especially those that use similar values for multiple yield statements.

Inheritance and Polymorphism

Inheritance was demonstrated by creating protected variables within the base class that could be used by all of the derived classes. The examples here were halfHeight and halfWidth, which assumed the values of the bounds.extents of the SpriteRenderer at Start. This was done in the Start method of the base class, so the derived classes simply had to call base.Start() to have those values individually set for all of them inheriting from Shape class.

It is important to note for this to work they made the Start method in the base class a virtual protected method. This allowed the derived classes to override the Start method to add functionality, while also using the base.Start() method still to assume the base class’s Start method functionality. This started to get into polymorphism.

virtual: this keyword can be used to modify a method, property, indexer, or event declaration and allow for it to be overridden in a derived class

IMPORTANT: This can be used in conjunction with the protected access modifier to allow for a base class’s Start method to be useable within the Start method of derived classes. By creating a protected virtual void Start method in the base class, the derived classes can have their own modified Start methods by using a protected override void Start method and calling the base.Start() method from within.

UnityLearn – Beginner Programming – Pt. 02

October 8, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Understanding Types

What is a Type

Overview: Types of types, “var” keyword, enumerations, generics
Data Type: data type or simply type is an attribute of data which tells the compiler or interpreter how programmer intends to use the data.

Types of types: Value types and Reference types
  • Value Types: Memory is allocated directly and inline on the stack
  • Examples: int, byte
  • Reference Types: Memory is allocated randomly on the managed heap
  • Examples: Classes, delegates, interfaces
Memory Allocation by Type
  • There are two main memory storage locations we are concerned with, the stack and the heap.
  • Value types and pointers to reference types are located in stack (pointers not directly used in C#)
  • Reference types are located in heap
Stack vs. Heap
  • Stack
    • Allocated when compiled
    • Data are stored sequentially
    • Variable size must be known
    • Not subject to garbage collection
    • Very fast
  • Heap
    • Allocated during runtime
    • Data are stored randomly
    • Variable size can be unknown
    • Subject to garbage collection
    • Slower

The var Keyword and Anonymous Type

The var keyword allows for implicit typing but must be used within method scope. C# can use the value of a var variable it is initialized to to determine what the type should be. This is implicit typing. This also means we cannot declare a var variable without intializing it. Type inference occurs at the compiler level, so it does not effect performance.

Anonymous Type
  • An unnamed container for properties
  • properties are read only
  • no type name available to source code
  • type of each property is inferred

Enumerations

Enumeration: value type that represents a set of related named integral constants; declared using enum keyword
The underlying type of each element of an enum is int. These default to having values of 0, 1, 2, etc. The underlying int values can be set for each element individually however if wanted.
Benefits of Enumerations:

  • value types
  • express and limit available options for a variable’s value
  • named values provide readability
  • leverage Intellisense

Generic Types

Generics allow you to defer type declaration until use.
Benefits of Generics:

  • flexibility
  • code reuse
  • performance
  • type safety

Generics are used with the syntax of , where T is a type parameter. An example is shown below:
private void Evaluate(T suppliedValue)
{
Debug.LogFormat(“the Type of {0} is {1}”, suppliedValue, typeof(T));
}

Generics can be used in similar scenarios where overloaded methods would make sense, but would clutter things because there are many different types you would like a similar method to be able to use. Since you are also using a single method for vaarious types, it will also be performing the same actions on those types, so overloaded methods may be better if you want different actions for different types.

Working with Groups of Types

Module Introduction and Setup

Overview: arrays, generic lists, dictionaries, Queues & Stacks

Arrays

There was nothing new here.

Generic Lists

Lists are part of the System.Collections.Generic namespace. Lists are a generic class that use the type T type parameter.

Dictionaries

Dictionary: in C#, it is a collection type defined in System.Collections.Generic namespace that can store any data types in the form of keys and values.
Similar to other type parameters, they are declared between angle brackets for dictionaries. In arrays and lists, the elements are referenced by an integer index. A dictionary allows you to use a different type of index to reference your collection elements.

Queues and Stacks

Queues and stacks are used for more transient data, as opposed to arrays, lists, and dictionaries which are for more persistent data. The main difference between queues and stacks is the order in which data is removed. Queue is FIFO (First in, First out), where stack is LIFO (Last in, First out).

Coroutines

Introducing Coroutines

Coroutine: In Unity, a function declared with a return type of IEnumerator that allows execution to be suspended and resumed using the yield keyword.
Coroutines allow execution to be suspended and resumed using the “yield” keyword. The execution will run until it hits this keyword, then suspend this operation based on the value returned. This lets Unity continue any other operations going on while retaining its place in the coroutine. The value returned determines how long execution will be suspended. For example, returning null simply suspends execution until the beginning of the next frame. This ability to suspend and resume coroutines is what makes them so useful. The fact that coroutines must be of the return type IEnumerator dictates what values it can return, which means it dictates what values can be used to determine the time its routine execution can be suspended.

Delaying Execution

Coroutine Wait Types:

  • WaitForSeconds(): waits using scaled time
  • WaitUntil(): suspends execution until supplied delgate evaluates to true
  • WaitWhile(): suspends execution until supplied delgate evaluates to false
  • WaitForEndOfFrame(): waits until the end of the current frame
  • WaitForFixedUpdate(): waits until the next fixed frame update
  • WaitForSecondsRealtime(): waits for some time, but uses unscaled time
Time.timeScale

This can be used for a slow motion effect, or even pausing the game in Unity. Setting this to 0 is a common technique for pausing a game. Since WaitForSeconds uses scaled time, this will also stop any coroutines using that as the return type. However, if the coroutine uses WaitForSecondsRealtime(), which uses unscaled time, it will continue to run even at a Time.timeScale of 0. This difference can be useful if you want certain UI elements to perform some action for example while your main game is paused.

IMPORTANT: Yield statement does not return out of the function, it simply suspends execution. When it resumes, it picks up right where it left off.

Running in Parallel

Coroutines can be used for parallel processing. Coroutines allow processes to be split across multiple frames. This can also be used to let them be run in parallel with other game logic to minimize impact on frame rate.

Module Summary

Stopping a Coroutine:

  • StopAllCoroutines(): stops all coroutines running on a MonoBehaviour
  • StopCoroutine(): stops a specific coroutine running on a MonoBehaviour

The way coroutines are stopped depends on how they were started. If started with a string, they must be ended with a string. If started with a reference to the routine, it must be stopped using that reference.

Coroutine Caveats

  • can result in unexpected behavior (it is very easy to accidentally run a coroutine more than once)
  • can make debugging more difficult, since one or more coroutines can be running at a time along with update
  • can be complex and difficult to manage

UnityLearn – Beginner Programming – Pt. 01

October 2, 2019

Beginner Programming: Unity Game Dev Courses

Beginner Programming: Unity Game Dev Courses

Unity Learn Course – Beginner Programming

Module Introduction

This has basic coding principles, like formatting code files, naming conventions, namespaces, and effectively using comments. These are all concepts I know about, but only have some experience with so seeing another view should be beneficial. One of their main principles is “Consistency trumps style”.

Formatting your Code Files

The main points for this section are: value of conventions, anatomy of a code file, and formatting guidelines and tips.

Conventions provide a consistent look, make your code more accessible, makes it easier to maintain and extend, and shows your understanding.

Starting basic script structure: At the top there are using directives for namespaces. This is followed by the definition of the class. This defaults to deriving from Monobehaviour, and creating methods for Start and Update.

Editing Visual Studio Code Formatting Preferences

You can change your code formatting preferences in Visual Studio on Windows by going to Tools -> Options. Here, you can find “Text Editor” and find a bunch of formatting options, some for general purposes and then others for specific languages. Under C# for example, it breaks down even further into “Code Style” and more formatting options. These can be used to change how Visual Studio does default spacing for you, bracket placement, etc.

What’s in a Name?

The values of conventions (again) are: provide consistent look to your code, makes your code more accessible, makes it easier to maintain and extend, and show your understanding.

The benefits of naming conventions are: tell us what something represents, tell us what something is, leverage capabilities of modern IDEs, and (although less common currently) can indicate scope.

As usual, they say make your names descriptive (without being too wordy) and be consistent.

C# Naming Conventions in Unity

The capitalization techniques are: Pascal Case and Camel Case. Pascal Case capitalizes the first letter of every word, and single word identifiers are capitalized. Camel Case starts lower case, and only capitalizes every word after the first. For single word identifiers, camel case leaves it lower case.

General Naming Guidelines:

  • use descriptive names
  • use easily readable names
  • avoid abbreviations
  • do not use underscores between words
  • be consistent

Use Pascal Case:

  • namespaces
  • classes
  • structs
  • methods

Use Camel Case:

  • fields
  • parameters (arguments)
  • local variables

There was an older convention to prefix field names with an underscore, an m, or both. This is not done as much anymore, but it is good to mention since you will come across it often. These were originally done to show a difference in scope between variables (i.e. local and non-local variables), but it has been deprecated with the advancement of modern IDEs. They will show you the scope of a variable just by hovering it.

Namespaces and Regions

Namespaces

These are spaces or containers for names. The benefits are modularity and avoiding naming collisions.

Modularity is accomplished by helping group types, classes, delegates, interfaces, etc. logically under a specific namespace. For example, the UnityEngine namespace contains a lot of commonly used tools such as Monobehaviour or Debug.

Fully qualifying the reference: This is when you precede something with its namespace to directly specify which reference you are using.

Including the namespaces used in the using directives at the top of your code file tells you and others that see it what types of objects they can expect to see in the file. Namespaces can even include other namespaces.

Naming Collisions

This occurs when the same name is used to reference different variables representing different things. Modern IDEs help minimize this issue, but it can still happen.

It is not mandatory to put your own code in namespaces, but it is strongly recommended to use in larger projects with project specific features to help keep your code organized and make it easier to maintain.

Regions

Regions are technically preprocessor directives, but they are used often in Unity for their visual purposes. They provide collapsable sections of code to help focus on what is necessary.

Regions are declared with the word region along with a “#” and the name of the region. Everything within the region is contained within a set of brackets. Finally, you end the region with the keyword “#endregion”.

FINAL NOTES

As expected, a lot of this is covering topics I already know, but it is good to confirm some of the practices I use and go over the terminology again. For example, I do still see a lot of underscores used for indicating scope of fields but it is not something I particularly use so it was nice to confirm that its less standard practice now with modern IDEs. These tutorials consistently use all the proper programming vernacular, which is a very nice plus over a lot of other learning sources I use that just want to get across the end game result as quickly as possible.

UnityLearn – Intermediate Programming – Pt. 01

September 30, 2019

Intermediate Programming: Unity Game Dev Courses

Swords and Shovels: Game Managers, Loaders, and the Game Loop

Intermediate Programming: Unity Game Dev Courses

Unity Learn Course – Intermediate Programming

What is a GameManager?

Game Systems

Many parts of your game will need to communicate with one another. You can directly makes these connections between different objects as needed as a way to accomplish this. This method however does not scale well, and becomes very complicated and hard to debug.

This is where the concept of having a GameManager comes in. This provides a central location where systems can communicate through. They can also hold important central data.

The tutorial’s basic definition of a GameManager was “A central location for data” which can serve one of the following purposes or both:

  • Determines who can change what
  • Informs other systems of changes

This Swords and Shovels tutorial will specifically use their GameManager for rule management and some informing.

Persistent Systems

The GameManager needs to be accessible to all the systems that need it. The GameManager should be globally accessible for the life of the game.

Unity Containers

They reference Scenes and Prefabs as Unity Containers. They represent collections of assets and use particular scripts to connect them. In Unity, Scenes are generally large collections of assets, while Prefabs are for smaller collections.

One technique is to have a persistent scene which contains all of your managers, since it will most likely even have responsibilities for loading and unloading other scenes. This is the technique that will be used in this tutorial. This also happens to be the technique I was using on my personal tower defense scene management project.

Preparing to Build a GameManager

You most likely will not be able to design and construct the perfect GameManager for your game immediately. Games are organic objects and you will need to change and adapt your systems as you build in most cases. With this in mind, it is important to build in a way that supports growth (but without over designing).

When starting to make your GameManager then, you want to layout the basic requirements you know it must have. The requirements for this tutorial are:

  • Tracks What Level Is Being Played
  • Can Create Other Global Managers (i.e. Audio manager, Game Save manager)
  • Knows the Current State of the Game
  • Can Cleanup Game Systems (i.e. Save game on quit, send message to server indicating how game ended)

Setting Up Your Scenes

This part finally gets into working with the Unity project. There was a package to download that contained all the necessary objects to get you up to speed to start working at this point.

When you create a script named GameManager in Unity now, it gets a unique icon that looks like a gear. This does not particularly do anything special, it is just a visual to help you identify the GameManager since it is normally a more important class.

This step mostly just wanted to have you get the package loaded in, create the GameManager script, and make a new Boot scene that will handle starting everything (as well as put that scene in the build settings). It also mentions how it is important to put all your scenes in the build settings to make sure they are accessible with your system.

FINAL NOTES

There is a actually a lot going on with the package I obtained for this tutorial, so it may be worth looking into the beginner part of this tutorial before progressing with this part. Even though it will most likely cover a lot that I already know, I think there is still a good bit of valuable information for me to gain from going through it.

Unity Learn Premium – First Look Tutorials

September 28, 2019

Unity Learn

Tutorials and Courses

Unity Learn

Link – Unity Learn

The Humble Bundle had a sale on a lot of interesting Unity content, including a year subscription to some learning tools such as Unity Learn Premium so I decided to finally grab it and look into it. There are definitely a lot of courses and videos I am interested in checking out, so I just wanted to quickly go through and list a few to do as soon as I can.

I am not sure how well these links will work since they will mostly be through this paid service of Unity Learn Premium, but I am hoping they at least work to get me back there when I want to use them.

Intermediate Programming: Unity Game Dev Courses

Unity Learn Course – Intermediate Programming

Advanced Programming: Unity Game Dev Course

Unity Learn Course – Advanced Programming

Introduction to ScriptableObjects

Unity Learn Tutorial – ScriptableObjects

These three stood out to me very quickly as useful tutorials and courses to look into. The courses will be very helpful at just covering general programming in Unity. Even if they cover some topics I have already done, it is always useful to find new and different ways to build systems or implement certain programming techniques. And finally, the ScriptableObjects tutorial just covers a topic that I still need to look into more and just have not yet.