You're exposing state badly
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.
Unity lies to you about null
What is the difference between component == null
, component is null
, and !component
?
C# 10 and the dangers of file-scoped namespaces
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.
How I recreated Unity's coroutine system
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.)
Writing a portable save & load system
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.