

Thsi guy is in love with idioms and "the right ways to do it", stuck in it, and fails to realize the real world "get stuff done" issues. Support for polymorphism? Why is it even suppsoed to be a good thing?Īpi Discoverability? We have documentation, try reading it. C# is second class citizen in C++ engine, and alternative would be spawning bazillion interfaces like "IBeginHandler", etc, which would be garbage, as you'll have to essentually write a method name twice (first in interface implementation, then in actual method). Hacky api? Well, that's result of compromises made for performance. NET itself might be phased out, how far into the future is he planning to look. He hasn't reached this point where you figure out that you are not some mythical programming wizard, or voodoo shaman, or whatever else, but you're an auto mechanic with your hands covered in grease all the way to the shoulder.įuture proof? Games have 2 years releaase cycle. This dude - in your reddit here - isn't there yet. The reality is programming is dirty and unelegant, no practice should be used in all circumstances (even stuff like "never use goto" has exceptions), and it is REALLY, REALLY, REALLY important to concentrate on "make best solution in shortest amount of time, smallest amount of effort, smallest ongiong cost and get paid for it".

So, they can delude themselves into thinking that they're doing something useful by constant refactoring, while in reality 98% of their work would be a waste of time.
Unity game engine code full#
The thing here is, if the programmer is still in the honeymoon phase with their language and programming in general and the wisdom of ideas like "programmer's job is to get things done" haven't yet dawned upon them, their head will be full of ideas like "proper way" to do something, "idiomatic way" to do something, etc, or worse, they'd be looking for "beauty" in their code, believe in "code smell" and such. Meaning it is hacky, it is not perfectly suitable, but this is what the have and can use right now. NET/C# provides very few tools for tackling timely resource deallocation, for example, and rather than being "proper" language, C# in unity is used for scripting. NET background teachs you specific programming habits (object immutability, anyone), that in unity would result in a poor performance.
Unity game engine code update#
Update is called before the frame is rendered and also before animations are calculated.Click to expand.The guy in the first thread you linked is an idiot.Īlright, maybe it is too harsh and maybe he is not an idiot, but his problem is "coming from.
Unity game engine code code#
The Update function is the main place for this kind of code in Unity. A key concept in games programming is that of making changes to position, state and behavior of objects in the game just before each frame is rendered. Regular Update EventsĪ game is rather like an animation where the animation frames are generated on the fly. The following are some of the most common and important events. Many more event functions are available in Unity the full list can be found in the script reference page for the MonoBehaviour class along with details of their usage. For example, you will already have seen the Update function (called before a frame update occurs) and the Start function (called just before the object’s first frame update).


Unity uses a naming scheme to identify which function to call for a particular event. These functions are known as event functions since they are activated by Unity in response to events that occur during gameplay. Once a function has finished executing, control is passed back to Unity. Instead, Unity passes control to a script intermittently by calling certain functions that are declared within it. A script in Unity is not like the traditional idea of a program where the code runs continuously in a loop until it completes its task.
