Never Release a Broken Unity Game Again

แชร์
ฝัง
  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 41

  • @iiznub1232
    @iiznub1232 10 หลายเดือนก่อน +3

    Your editor tutorials are extremely useful. I was creating an extension for DOTween and had reached a point where I couldn't remove any more redundancy, your tutorial for script templates made it really easy for me to create new components and their editor scripts. Basically it went from 10 minutes to literally 2 minutes. Thanks!

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +2

      Glad to hear I am saving devs time .. makes it worth the effort

  • @Jean-Francois_Robin
    @Jean-Francois_Robin 10 หลายเดือนก่อน +4

    Exactly the type of content I need. Quick, consize very well put. A big thanks to you!

  • @timedwards2869
    @timedwards2869 10 หลายเดือนก่อน +3

    Very cool! Another YT video mentioned Odin Validator from the Assets store which seems to have that functionality built-in, but knowing how it works, and being able to access it through code is super useful to know, and something I will be looking into for my own code. thanks!

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +2

      Glad you liked the video, the second part goes even further .. and I totally agree Odin is awesome

  • @leos-clockworks335
    @leos-clockworks335 10 หลายเดือนก่อน +1

    This is very interesting, as usual.
    I have my own build tool, as we have in our project a need to create a client, server (headless build) and Linux build. Doing it by hand is annoying so I made a build tool that has a build profile that holds data on what to build, and you can chain them together to get N amount of different builds and it will all cleanup at the end.
    I can add the IValidate as part of build tool and mark classes with that so I'll be able to cancel builds if any of them trigger (probably make it a setting in the preferences page).
    You always give me new ideas and show new and interesting stuff that aren't all that known, thanks!

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +1

      Glad you liked it .. I have been there many a time on the multi target and multi platform build, agreed its an absolute necessity to get a nice set of tools wrapped around it .. gives me an idea for a future video

  • @realloft
    @realloft 10 หลายเดือนก่อน +2

    You know warped imagination's video's never fail to deliver

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน

      You're too kind .. glad you liked the video

  • @m_maksym
    @m_maksym 10 หลายเดือนก่อน +1

    maaan your tips are awesome!! very-very thankful for this!!

  • @HadiLePanda
    @HadiLePanda 10 หลายเดือนก่อน +1

    Really like this video, the format is great and thank you for showing this way of validation it's helpful 😊

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน

      Glad you liked it .. tomorrow it continues with the next video

  • @tbtent6968
    @tbtent6968 10 หลายเดือนก่อน +1

    Awesome stuff! Been trying to find viable ways of automating testing/ validation on large projects. Definitely adopting this moving forward.

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +1

      Glad it was helpful! .. I have a second part to this video which makes it totally OP

  • @owencoopersfx
    @owencoopersfx 10 หลายเดือนก่อน +1

    This is excellent. Gonna try it out. Thanks!

  • @virtualmaestro6893
    @virtualmaestro6893 6 หลายเดือนก่อน +1

    Great tip; thank you! However, adding such extra functionality throughout the project where prefabs are serialized can also be a hassle. Instead, smart guys created tools like Odin Validator to automatically catch this and many other issues on the fly.

  • @philipkaltsounis8097
    @philipkaltsounis8097 10 หลายเดือนก่อน +1

    Love your videos. Short and very interesting

  • @jameslafritz2867
    @jameslafritz2867 10 หลายเดือนก่อน +2

    Now if there is only a way to just build one scene. Instead of throwing an error as soon as it finds an error and stopping the build process. Or be able to pause the build process, fix that error then continue. This would be extremely useful if you have a large project with a huge build time. Of course pause it might break the cloud build.😅😢

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +2

      I do have a process to validate one scene at a time .. I use it on the regular while developing my scenes.
      Being able to pause a build make a fix and resume would be great for large builds

  • @farvardinmainyu1961
    @farvardinmainyu1961 10 หลายเดือนก่อน +1

    Thank you ! This is great.

  • @ObsessiveGames
    @ObsessiveGames 10 หลายเดือนก่อน +1

    Great video, thank you 😎👊

  • @SystemOfATool
    @SystemOfATool 10 หลายเดือนก่อน +1

    Very useful. Thanks!

  • @captainnoyaux
    @captainnoyaux 10 หลายเดือนก่อน +1

    That's super interesting thanks for sharing ! That'd be awesome to have it natively, for instance you could have [serializedField] and [nonNullSerializedField] for instance that would do the validation for you. Is it too much to ask for ? :D

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +2

      There are so many extensions I want to validation .. the second part to this video I have planned is kinda OP so we will see what people think of that

    • @captainnoyaux
      @captainnoyaux 10 หลายเดือนก่อน +1

      @@WarpedImagination neat ! you rock !

  • @raymk
    @raymk 10 หลายเดือนก่อน +1

    NICE!
    I have a simple request that you might know how to solve already:
    How do you automatically Debug.Log a warning if a script is accidentally using a UnityEditor package?
    Sometimes VisualStudio automatically added using UnityEditor when I'm coding. As you know, if there's any code related to UnityEditor, the build will stop to throw an error at the problematic line. The problem is, if there's more multiple scripts that accidentally have UnityEditor inside them, I have to repeat the build every single time to remove UnityEditor from my game scripts.
    Any idea how to solve this?

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +1

      There are a few approaches that I can think of off the top of my head and they all have little drawbacks.
      You could do a text scan for the using statement, but you may have inlined the UnityEditor to the method, so you'd want to scan for that as well and that it is not within a preprocesses directive.
      You could use reflection and scan the whole of the Assembly-CSharp to find it, but this would be fairly extensive.
      Alternatively run a 'throw away' build, this build only has a single empty scene so the build time would be minimal and throw the errors for you, obviously you would automate the build with a menu item in order to bypass changing your main build.
      Thats off the top of my head, but I am sure there are other ways not coming to me straight away.

    • @raymk
      @raymk 10 หลายเดือนก่อน +1

      @@WarpedImagination I see! Thank you! 🙏

  • @ekekw930
    @ekekw930 10 หลายเดือนก่อน +1

    What is that development console shown in the beginning of the video?

    • @KeithSwanger
      @KeithSwanger 10 หลายเดือนก่อน +3

      Check "Development Build" in Build Settings, and it will appear when an error occurs.

    • @WarpedImagination
      @WarpedImagination  10 หลายเดือนก่อน +3

      Keith nailed it .. its very useful, just don't leave it on for a build you plan to release

  • @265Den
    @265Den 10 หลายเดือนก่อน +1

    Хорошо рассказал 👍