@djlink I fucking hate this too. It's not just stupid design, this is blatant asshole design. They want to try any and all tricks to have you accept tracking cookies.
Oliver
•
Updated 2 years ago
Dear friend
This morning I've been thinking about how things in life have a chain reaction that ripple out for the rest of your days. It's interesting to ponder how one small thing is the cause of so much. For me, I can identify such a pivotal moment in my life. This is the story of how Habbo Hotel caused me to learn computer science.
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Oliver
•
Updated 2 years ago
Quite often, I come across people who are under the impression that a class which inherits MonoBehaviour
cannot or should not define a constructor. If you are one of those people then buckle up. I'm going to dispel this myth once and for all.
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Oliver
•
Updated 2 years ago
Dear friend
For the longest time, I was never able to find something to do for myself; for my own sake. My intentions are, and always have been, around what I can do for others.
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Oliver
•
Updated 2 years ago
Every now and then - okay… pretty much every day - I encounter someone who has decided to publicly expose state with fields, and it hurts my core.
Let's talk about that.
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Oliver
•
Updated 2 years ago
What is the difference between component == null
, component is null
, and !component
?
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Oliver
•
Updated 2 years ago
Today I'll be stepping away from a Unity environment and focusing on one of the new features available in C#, and a very important note to keep in mind when using it. That is, the dangers of file-scoped namespaces.
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Oliver
•
Updated 2 years ago
Early last year, I wrote a blog post which explained how Unity's coroutines work. In my conclusion, I expressed that I underestimated the level of wizardry they involved, so much so that it went far beyond the scope of the article. I figured it was time to perhaps elaborate on that, and show you a glimpse of Unity's game loop and how the coroutine system works in the engine (at least, my interpretation of it.)
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Oliver
•
Updated one year ago
I recently wrote a post which explained how Brackeys' Save & Load system could be fixed so that it isn't victim to a major security flaw regarding BinaryFormatter
, by instead using BinaryWriter
and BinaryReader
. This guide will explain how to write a better, portable, more scalable save & load system from the ground up.
Buckle your seatbelts, we have a lot to cover.
Read more...
Oliver
•
Updated 2 years ago
Coroutines in Unity are a way to run expensive loops, or delays in execution, without having to involve multithreading.
That's right – although it's commonly believed that coroutines are multithreaded operations, they in fact run on the
main thread. But have you ever asked yourself why coroutines return IEnumerator
? What does that even mean? We'll take
a
look at how they work, and I hope to explain just how genius they are.
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Oliver
•
Updated 2 years ago
Recent news has hit that BinaryFormatter
has a major security flaw, and should be removed from production use as soon as possible. This guide will cover an alternative approach to creating a save & load system for your Unity game.
Read more...