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@masoncrowe
@masoncrowe 13 күн бұрын
Wow that was really easy to follow along. Thanks!
@lora6938
@lora6938 2 ай бұрын
I need to click on the button and create a public list that will be displayed in the inspector. Please help me!🙏🙏🙏
@thereisnospace
@thereisnospace 3 ай бұрын
1:16 Nüsslisalaat :D
@gamebaker2
@gamebaker2 3 ай бұрын
can you do a video on what ienumerables are?
@Kyun9432
@Kyun9432 4 ай бұрын
4:39 as far as I understood, this does not force the type of the listener does it? So an event might invoke a listener without matching the arguments? I really want to somehow force that for OCD purposes. Also makes it easier to navigate and refactor code.
@Kyun9432
@Kyun9432 4 ай бұрын
sunglasses
@vergilrose851
@vergilrose851 4 ай бұрын
3 Years late but this helped me alot, thank you, very easy to understand
@edisyo
@edisyo 5 ай бұрын
Really professional and in-depth series. Thank you!
@darkman237
@darkman237 7 ай бұрын
Ok- I think I need a breakdown, still a little fuzzy on a few things. You have a single script listing all your events, which I like, but how many other scripts are needed? One for the listener with enable/disable and whatever happens in that script. After that, I get confused...
@googleuser4720
@googleuser4720 8 ай бұрын
Thanks, I had ChatGPT answer this question in less than 30 secs compared to your 9 minute video. Also chat GPT is more concise
@PeterMilko
@PeterMilko 9 ай бұрын
great vids, thanks!
@edattacks
@edattacks 9 ай бұрын
Very good video. Definitely a bit inspirational 😊. At the moment, working on little games to improve programming skills and gain knowledge of stuff. Might as well make something I've been itching for, while im at it.
@ari12373
@ari12373 11 ай бұрын
Very good video, the rookie programmer feels that he has learned very much, thank you for sharing and giving your time!
@AstralNostalgia
@AstralNostalgia 11 ай бұрын
sorry I got a question , in the middle of the queue? you say "read only"... but tecnhically you should copy a queue collection in new one? because you can not access to any elemens in fifo (queue)? or am I wrong? ...if an element in the middle is needed , probably list<t> or array are better? thank you.
@AnnisVeryGoodGames
@AnnisVeryGoodGames 11 ай бұрын
I'm not sure about what you are asking at the beginning of your comment. But if you need elements from the middle of the collection, then a queue is probably not the correct data structure for your use case, yes.
@SGUDevs
@SGUDevs Жыл бұрын
which method can allow you to create categorization and be customizable?
@stellarr1
@stellarr1 Жыл бұрын
Love the Dark Souls references ;)
@dannyreflect9636
@dannyreflect9636 Жыл бұрын
This tutorial deserves a million thumbs up! Thx!
@KFC-WOW
@KFC-WOW Жыл бұрын
Her channel name is anni😂r u really anni😂
@jonmoore176
@jonmoore176 Жыл бұрын
Really enjoying the videos! How did you render the curved track? Are they predefined sprites or are you using linerenderer or something else?
@AnnisVeryGoodGames
@AnnisVeryGoodGames Жыл бұрын
Thanks! I use one line renderer for each track segment. And I generate the points for them based on simple spline definitions, I.e. 4 vectors (start and end point + curve for the start and end point each).
@Golden_games
@Golden_games Жыл бұрын
nice. I don't have to create my own pooling system
@dbweb.creative
@dbweb.creative Жыл бұрын
Came back after using this system for some time to say THANK YOU SO MUCH! It's so handy! I also made a mapped version as well, where these events are in a Dictionary<T1, Evt<T2>> .
@CasMcAss
@CasMcAss Жыл бұрын
Amazing Tutorial, thanks a lot!
@solairenero5023
@solairenero5023 Жыл бұрын
you so cute
@uenukuxx
@uenukuxx Жыл бұрын
This is really useful❤‍🔥 It's so sad that you are not making more new content. I'm a newbie learning coding and game development right now. It is really hard to get a clear picture of how to become proficient in game programming. This type of video with good examples is what I dream of !!
@AnnisVeryGoodGames
@AnnisVeryGoodGames Жыл бұрын
Great to hear that the videos are useful! I may make videos again sometime, but not sure they would be tutorials. Anyway, good luck on your dev journey! :)
@yess.6558
@yess.6558 Жыл бұрын
AMAZING SERIES!!! Thank you so much for these videos, this has been a massive boost to my C# & Game Dev journey :)
@nwotyzarc
@nwotyzarc Жыл бұрын
Hey, hoffe du machst noch weiter Videos 🙏🏼 ich liebe deinen Kanal und dir zuzuhören
@AnnisVeryGoodGames
@AnnisVeryGoodGames Жыл бұрын
Das freut mich! :) Da die Videos sehr viel Arbeit sind, bastel ich gerade ohne Devlogs an Projekten, aber ich mache sicher auch beizeiten nochmal neue Videos!
@tPlayerioT
@tPlayerioT Жыл бұрын
i like how you skipped the cientific part (0:50) to tell us in a better way with visuals, very nice video!
@Community-Compute
@Community-Compute Жыл бұрын
Nice! I was about to buy an event system called Signaler on the Asset Store until I stumbled across this video. Thanks for presenting the information so clearly. After watching, I implemented a similar system that uses C# structs when I need multiple parameters passed in. Thanks!
@nuin99
@nuin99 Жыл бұрын
Hey, little late but how did you do this?
@theblackdragon7321
@theblackdragon7321 Жыл бұрын
MTG (Magic the Gathering) is a great example of "the stack" because that's how the game is played. First in, Last out. TY for this little series. I'm trying to make a card game, and was wondering if I should use a list, dictionary, ect. It's going to be similar to Slay the Spire, so I may want to add cards to the middle of the deck, or discard pile, ect.
@Kalrush_Random
@Kalrush_Random Жыл бұрын
Hey, first of all congrats on your game Secondly, i would like to discuss with you, trust me, since I cant reach out to you personally, in my channel I have a G mail, text me something
@MrSalal420
@MrSalal420 Жыл бұрын
Thanks for this amazing technique, I prefer is far more then scriptable objects, as a programmer myself working in small indie studio, this method is far more quicker then using any other means.
@AnnisVeryGoodGames
@AnnisVeryGoodGames Жыл бұрын
Awesome, great to hear it's helpful to you!
@purplegoop1247
@purplegoop1247 Жыл бұрын
had no idea these were a thing, very helpful
@CG_CAKE
@CG_CAKE Жыл бұрын
<3
@voidling2632
@voidling2632 Жыл бұрын
I don't understand anything but that's not your fault, it's 3am and I'm tired from programming all day long ... and my ADHD brain keeps distracting me. I like short videos, thanks for putting so much effort into them.
@WhiteNorthStar1
@WhiteNorthStar1 Жыл бұрын
Useful, brilliant and funny :)
@WhiteNorthStar1
@WhiteNorthStar1 Жыл бұрын
LOL... so useful (and funny!)
@theruxel2446
@theruxel2446 Жыл бұрын
So this is the infamous "hashmaps" memes I kept hearing and seeing about when it comes to software engineer interview videos. Although I'm a recent Game Dev graduate and has been using Unity for years, I never knew this... ever, so I'm very confused about that meme, now I know, thank you!
@Enzo_TheRizzler
@Enzo_TheRizzler Жыл бұрын
Ok. So... after finishing this series I can say that it is awesome. Not only that you tell us how to use the code and so, but you also gave us some examples and I think this is very, very helpful, cause I learned some practical stuff, not just code and how to use it. 10/10 😁
@AnnaGlin
@AnnaGlin Жыл бұрын
thank you for making this little series! I'm a beginner at coding and have had no formal education in the field (I'm normally an artist/illustrator ;)). this was a good initial overview of what these things can do. However, I'm still not sure how to actually use them. I would love to see a concrete example, like Brackeys does in his tutorials which are very effective for me - being more visually oriented I need to see what actually happens😅 but I understand it's a lot more work. I would love to see maybe small tutorials like, for example, recreating game mechanics (can be just one part of a game, like a character creator for example), using these methods. I just have no idea where to start and what it would look like actually using these, not just a bunch of abstract examples!
@bluzenkk
@bluzenkk Жыл бұрын
dani~~~
@MergentheGreat
@MergentheGreat 2 жыл бұрын
Thank you very much. It is a very clean and understandable system. I will use it in every project.
@dibaterman
@dibaterman 2 жыл бұрын
Spent yesterday and today goofing around with events and save/load,. I consider myself intermediate right now, but I can say that I barely grasped the code here, yet I understood everything... hard to explain. Regardless I did something similar, except my architecture was to have a singleton GM and a SO with events on it as well as game preferences. To access events in my system: GameManager.Instance.pref. Again pref is a Scriptable Object which holds data that I don't want to have changed and exists only for reference. The declaration for the events in pref are: public static event Action<Interface> onHealthChange; public static void HealthChanged(Interface name) => onHealthChange.Invoke(name); Onenable/Ondisable handles subscription ex. in Player:Monobehavior, IDamagable DamageScript() => HealthChange.Invoke(this); in HealthBar; public GamePrefs events => GameManager.Instance.pref OnEnable() => events.onHealthChange += UpdateHealthBar; OnDisable() => events.onHealthChange -= UpdateHealthBar; UpdateHealthBar(Idamageable data) { if(data.Owner() != this.Owner() return ... }
@imgamedeveloper8708
@imgamedeveloper8708 2 жыл бұрын
Thank you for this. BTW, why are you not posting any more videos? :(
@AnnisVeryGoodGames
@AnnisVeryGoodGames 2 жыл бұрын
Hi! It is too much work to make videos. Currently I'm focusing on a new game project and I plan to make more videos once I have interesting stuff to show, so stay tuned! :) Thanks for asking!
@imgamedeveloper8708
@imgamedeveloper8708 2 жыл бұрын
​@@AnnisVeryGoodGames I can't wait for your new videos. I was a little bit worried since it was 9 months from your last video. Is the game project you are making for yourself or a client? :)
@AnnisVeryGoodGames
@AnnisVeryGoodGames 2 жыл бұрын
It's a personal project that I want to release on PC!
@imgamedeveloper8708
@imgamedeveloper8708 2 жыл бұрын
@@AnnisVeryGoodGames 😮 wow, can't wait to see that! Keep it up! :)
@unitydev457
@unitydev457 2 жыл бұрын
Congrats on your release! Even if a game gets like 10 installs it's still a MAJOR accomplishment to go through the whole process and ship it to the store (especially for iOS ugh). I watched a bunch of your videos today while procrastinating finishing some code and they were great! Learned a few things even as a more advanced unity user. I wish I had resources like this when I was starting out. your data structures playlist in particular deserves more views than most unity tutorial stuff easily. You explained all of it better than my college prof by a mile. Do you mind if I ask what you use for video editing? Do you have a background in that prior to gamedev? Your stuff is super slick looking. moreso than a ton of people on youtube doing unity tutorials.
@AnnisVeryGoodGames
@AnnisVeryGoodGames 2 жыл бұрын
Hey thanks for dropping by! I use Davinci Resolve for editing but I don't actually know what I'm doing and learned all the video stuff from scratch. But happy to hear you like it and found it useful!!! :)
@unitydev457
@unitydev457 2 жыл бұрын
@@AnnisVeryGoodGames cool! It certainly looks like you know way more about what you're doing with editing. Kudos
@TheKr0ckeR
@TheKr0ckeR 2 жыл бұрын
That's a great one. As everytime i use actions. etc, i always asked myself its still coupled.. But seeing your event class "has" 126 usages makes me relieved. They say event system decouples, but still we need to know "a" class so its impossible to %100 decouple. I also prefer the "middle-man" class to create events and use the event to invoke & subscribe to it.
@TheKr0ckeR
@TheKr0ckeR 2 жыл бұрын
Nowadays, i am thinking something like; instead of two methods with sub and unsub (add remove listeners) I create only Add with a bool, and check the bool if true just sub, if not, unsub. But i dont know if these bool checks will affect performance in later on.
@AnnisVeryGoodGames
@AnnisVeryGoodGames 2 жыл бұрын
Yeah, the event class doesn't fully decouple the "modules" in the game, but it serves as a single very simple component that a lot of other things can depend on. If you picture your dependencies as a graph with nodes and connections, you can significantly reduce the number of connections in that graph. In my current project, I have several such classes, e.g. another one is a "DataHub" where I push and pull data to/from to reduce interdependencies. If I understood your idea correctly, I think I would not recommend a single method to sub + unsub to an event. You make your code much less explicit, which will usually hurt readability and debuggability. That said, the bool check really shouldn't hurt performance in a relevant way.