Happy Sunday! Actually, there are 11 Attributes in the video... I got carried away! 😂
@klevialushi57120 сағат бұрын
Legend! Would've been great if you do more videos that include code refactoring and design patterns.
@git-amend20 сағат бұрын
Of course!
@mvviguilla20 сағат бұрын
we need you to get carried away more 😂
@silchasruin448720 сағат бұрын
The day that I stop learning anything new from you will be a sad day, I'll be happy cause I've grown and learned but sad cause I always enjoy your videos. Really enjoyed the video! Have a great one!
@git-amend20 сағат бұрын
Thanks! Keep learning and keep coding!
@EmilM-pb2hn21 сағат бұрын
Thank you for always doing intermediate and advanced tutorials!!
@git-amend21 сағат бұрын
My pleasure!
@VyvyanTheGreat16 сағат бұрын
Awesome! That base selection thing is sooo helpful
@git-amend16 сағат бұрын
Yeah, that's for sure!
@512Squared18 сағат бұрын
A super useful set of additions again... Legendary as usual
@git-amend18 сағат бұрын
Thanks again!
@Wbjpen14 сағат бұрын
That SceneRef library is literally game changing. Thanks!
@git-amend14 сағат бұрын
Yes indeed!
@teh1archon15 сағат бұрын
These were super useful thanks 🙏🏻👍🏻
@git-amend15 сағат бұрын
You're welcome!
@leptosurreal46020 сағат бұрын
Another great video, I really appreciate it. Could you make a video about adding modding to your game? I'm not sure how to approach it.
@git-amend20 сағат бұрын
Not a bad idea, I'll write that down.
@leptosurreal46019 сағат бұрын
@git-amend 👑
@teledevgames17 сағат бұрын
@@git-amend would also like to know this, +1
@timurradman39997 сағат бұрын
11:11 WOOOOW, this is so helpful!!
@git-amend5 сағат бұрын
Nice, glad to hear it!
@mangakaray19 сағат бұрын
best channel ever, thanks for your content, you are beyond, and explain so good!!
@git-amend19 сағат бұрын
Appreciate the support!
@drewalkemade371519 сағат бұрын
[SelectionBase] that'll be a timesaver! At the very least, a frustration saver...
@git-amend19 сағат бұрын
Yeah, that's a good one!
@leos-clockworks33516 сағат бұрын
Some very useful attributes here. I have some code gen things I do and I never thought about looking if there's a way to mark it as Implicitly used haha, so I'll add that. Thanks!
@git-amend16 сағат бұрын
Nice, yeah that's a great use-case actually! I'll have to remember that.
@bromanguy20 сағат бұрын
I love sundays, thanks for another great video!
@git-amend20 сағат бұрын
Nice to hear that! Thank you!
@mahdikhajoo16 сағат бұрын
as always thank you for great content
@git-amend16 сағат бұрын
My pleasure!
@LuizMoratelli20 сағат бұрын
Great topic, I love to write my custom attributes
@git-amend20 сағат бұрын
Haha, me too!
@FragileExistence19 сағат бұрын
Hmm, the searchable enum property drawer doesn't seem to show for me with the InspectorName attribute applied to enum values-- that particular aspect might come from another plug-in?
@git-amend19 сағат бұрын
Maybe it’s new in Unity 6. I’ll have to check.
@FragileExistence19 сағат бұрын
@@git-amend I'm using 6000.0.31f, so I don't think it's that :)
@git-amend19 сағат бұрын
Apologies, the search is a feature that comes with Odin Inspector, but works with the InspectorName attribute (or just normal values too)
@pixboi17 сағат бұрын
Those automatic ref things are useful!
@git-amend16 сағат бұрын
💯
@williamskouheidemann764513 сағат бұрын
Great video! Do you prefer drag-and-drop into serialized fields or calling GetComponent/similar code to access other classes? Which solution scales better? Thanks!
@git-amend8 сағат бұрын
I prefer GetComponent myself. I feel it is less prone to human error. As far as scaling goes, that's what the Scene Reference Attribute is for - so that all references can be established ahead of time.
@HyagoPinheiro19 сағат бұрын
InspectorName attribute does not shown a searchable popup here on my Unity 6000.0.21. Is a specific unity version for this?
@git-amend19 сағат бұрын
Apologies, the search is a feature that comes with Odin Inspector, but works with the InspectorName attribute (or just normal values too)
@suntonio718721 сағат бұрын
Yes! :D Get carried away! Please!
@git-amend21 сағат бұрын
Wow that was a really fast FIRST
@phanta_18 сағат бұрын
What would be the use case for execution order in real game scenario?
@git-amend18 сағат бұрын
Consider something like a SpawnManager that needs to initialize enemy spawners before the AIController begins assigning behaviors to spawned enemies. By controlling execution order, you ensure that systems relying on specific initialization sequences, like pooling or event listeners, are fully prepared before dependent scripts run.
@phanta_17 сағат бұрын
@git-amend Nice, thanks
@damonfedorick15 сағат бұрын
Nice!
@git-amend14 сағат бұрын
Thank you! Cheers!
@marlonruvalcaba38619 сағат бұрын
When you said enum I expected the useful flag attribute but giving the enum names human readable names is less common.
@git-amend19 сағат бұрын
Also useful, indeed.
@actk19 сағат бұрын
Does the function Child, Parent, Self, Anywhere work in Unity 5 too or just for Unity 6 ?
@HizusHiz4 сағат бұрын
Btw, you can use the nullable reference types feature instead of JetBrains [NotNull] and [CanBeNull] attributes if you use C# 8.0 or higher. For example, to enable this feature for a specific file, just add #nullable enable at the top of the file.
@Klu-czyk51 минут бұрын
Great content, as always! I would add warning to first two attributes, as misused the can lead to errors. Its not an easy optimization switch.
@YJPLAPI14 сағат бұрын
Another noteworthy are the ExecuteInEditMode or ExecuteAlways attributes. I use it to update my component when the component is dirtied in the inspector when I use functions that call SendMessage in some capacity like transform properties do. As an object can be potentially uninitialized objects during certain phases. It allows to circumvent that possible issue.