Timeline for How are GameManagers created in Unity?
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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Jul 11 at 12:31 | comment | added | Kokodoko | One big difference between Unity C# and oldschool SOLID C# is that in Unity you don't think as much in "classes" but more in components. A component has only one simple purpose. A Unity gameobject will have several components to create a behaviour. | |
Jul 9 at 21:18 | comment | added | Yorik | You might try reading some discussions/critiques of game code. maybe try "quake 3 source code review" etc. I thought of quake because the code is typically open source and people have a chance to see how Carmack constructed in the ways you are struggling with. Not saying Quake is/isn't programmed well or that there aren't more modern ways to manage the difficulties, but might give some insight about code roles. | |
Jul 9 at 17:34 | comment | added | Jack Aidley | Let me give you some advice from a grumpy old games programmer who has been doing this for forty years: just do it. Don't worry about the best way, just write something that does something. In time you'll learn what works and what doesn't, but you'll never understand that from me or anyone else telling you. | |
Jul 9 at 12:43 | vote | accept | MrV | ||
Jul 9 at 8:23 | comment | added | Philipp | "I know that you are supposed to create different Managers that handle the flow of your game" -> No, you are not supposed to do that. It's one way to do things, but it's not always the only way or even a good way. | |
Jul 9 at 0:57 | history | became hot network question | |||
Jul 8 at 17:48 | answer | added | Kevin | timeline score: 19 | |
Jul 8 at 15:24 | history | asked | MrV | CC BY-SA 4.0 |