PLEASE more, we love those!! There are way too many beginner tutorials around but only a few good intermediate ones with this level of quality. UNITY PLEASE MORE, official videos are great!!! Add more examples/applications if possible, more is always more!
Yes finally! absolutely need more design pattern tutorials! Design pattern knowledge is such an important factor which will step up everyone's game dev abilities.
Aw, thank you Nicky! That means a lot since your videos helped me create these videos. We wanted to help devs get a feel for the patterns quickly, so I bet they'll seek out other videos that go more step by step like yours 💖 Love your new procedural animation series 🔥
As a game developer, I appreciate this kind of videos. Recently I have updated my latest game and fixed some certain bugs. Thanks for sharing the best tips for productivity and game creation!
Your design patterns ebook is a really good learning resource. It strikes that perfect balance of having a clean architecture, without being complex to implement. Maybe you guys could also create more video examples based on what's in the ebook
I started learning Unity quite recently. It feels like games are my calling in life :). I happily watched a lot of videos on this channel using subtitles, but I still found it very very interesting! :)
More of this! I've been working as a Game Dev for a while using Unity, and it is so validating to see Unity's official channel posting more about how they code. There is a lot of "advanced" stuff out-there that is just pure complex garbage that does not work for Unity or game development in general.
Nicely animated. Unity is finally catching up on cool tutorials 👍 Very well explained - but I think new programmes won't have a clue what's going on here. These should perhaps be named "Advanced" for people who have been coding for a while but have no clue how to write good code.
Great! I would start though with the nightmare scenario of how to do something WITHOUT this pattern, then beginners might see a direct reason to use it. Also, hassle Unity to support interfaces in the inspector!
Haha, great idea! In fact, in our upcoming factory video, we start exactly like that ☺ In the case of command, I'm reminded of the bunny story we learn to tie our shoes, either the floppy ears or down the hole 🕳🐇 There are other complicated or just plain bad ways to tie your shoes, but sometimes it's useful to have the "right thing to do" be easy to remember. 📩Hassle interface support, roger roger🤖
Im glad you are doing these, but I think the issue is that it's not super clear why using this is a particularly helpful pattern compared to another similar one. I think making them a little longer to explain better both the use of it as well as the details would be good.
Thank you for the feedback! We have more videos on the way soon, including a final video where the patterns are used together in a system. Since the videos each have their own personality that fits the pattern, we hope that the difference between them is clearer when taken as a whole. But do let us know what you think!
It is nice to see such content. Great work! It would be very nice to see scripting while explaining it because scripted pages make it difficult to understand. Developing it while scripting also helps us understand the progress better.Just some advice for upcoming tuts.
Videos like this are actually good and useful. Definitely want to see more and have an in-depth guide for these. I went to the link provided but couldn't find the ebook or anything else about this...?
How do you handle commands that might take more than a single frame to execute? For example getting the character to walk 1m forward, then 5m to the left. These actions take time to finish.
You can put an extra boolean IsComplete in each command, and make the commands manager not move on to the next command until the current one is completed.
Great question! There are several ways to go about this. In a "WalkCommand" you could have an "isComplete" flag that starts out false and is set true once the character has reached the destination or the coroutine is complete. You can also invoke an event like "commandComplete." This is probably a good idea for the robot chef--"Order up!" 😄 It's worth noting that chatbots like GPT are *very* good at assisting in modifying or fine-tuning the patterns in various ways like you are asking. Just knowing the patterns a little is enough to unlock all the great advice that you wouldn't get if you didn't prompt for it. The concise nature of the ebook examples make them perfect for copy-pasting with a prompt. That said, I could see it suggesting something more complicated, like integrating the commands with a state machine, so it may be worth seeing a simple boolean flag or event-based approach first.
Maybe I'm missing something, but if I use two Stacks for my Undo/Redo system, eventually I can end up keep allocating more and more commands since the beginning of the run. Isn't it a waste of memory? Is there a way to maybe keep the undo collection limited for only X amount when it's full?
Great point! The examples are simple as needed to capture the pattern. How to handle a sequence of commands really depends, and our main objective is that people understand the pattern first. We have a final video on the way that is an action/fighting combo system (like Mortal Kombat or Street Fighter) using the command pattern--in that system, managing, evaluating, and clearing the sequence of button actions that might produce a combo is essential and pretty involved 😅
No need for C# OOP patterns because the performance is always much worse than ECS and Unity still haven't provided tools to track the connections in Scriptable Object event architecture
Sorry to hear! Please let me know if I do better in the videos coming out next. I wish there were a way to do the robot chef story without code and then with the code... all that's needed to understand the basic gist of the pattern is the concept of putting robot chef orders in an envelope so you can create a list of them and thus have complete control over when they are opened/executed.
@@HomeMech i think maybe just the classic undo redo functionality would be the best explanation of it. lets be honest you're not going to *actually* use this verbose code for something like this example
@@HomeMechI think OP is having a hard time understanding ICookingCommand and interfaces in general, since this is more of an intermediate level video. He most likely doesn't understand how interfaces can be used in dependency inversion. Maybe make a separate beginner video showing the purpose and how dependency inversion can be achieved with interfaces
@@BobrLovr I think there is just too much abstraction going on in the example, IRecipe, ICommand, a simple ICommand example, with a Queue and Execute method I think would be enough than going ICommand.Execute -> IRecipe.Cook ...
@@Caffeen save that for video games bud, these are people trying to learn. Why on earth would you bad mouth someone who's trying to understand something and better themselves?
@@BobrLovr "Such a bad video" I'm all for people trying to learn and better themselves, and I would never insult someone for having difficulty learning, but badmouthing someone who put the time and effort into trying to teach you something is incredibly disrespectful.
@@Caffeen It's not a great video or explanation. The usual example given for command pattern is usually an undo/redo functionalty because it's the best example you can give. Whatever weird abstract robot thing he's doing here is not an actual every day coding problem. It's a metaphor and not a very good one at that, he tried to be much too creative when it's explanation has already been perfected other places on the internet and in school
What possessed you to think this is a good way to explain coding? Cut the distracting animations, expecially those that make code I am still reading disappear, keep all the code on the screen, the components summary goes first, get rid of the kitchen example.
PLEASE more, we love those!! There are way too many beginner tutorials around but only a few good intermediate ones with this level of quality. UNITY PLEASE MORE, official videos are great!!! Add more examples/applications if possible, more is always more!
Thank you for the spirited encouragement! ☺We do in fact have more on the way
Yes finally! absolutely need more design pattern tutorials! Design pattern knowledge is such an important factor which will step up everyone's game dev abilities.
Unity directly covering design patterns?! Awesome stuff! Hopefully doesn't put my channel out of biz 😛
I was pretty surprised too, tho your videos are exceptional!
Would love another video made by you about this! :)
Aw, thank you Nicky! That means a lot since your videos helped me create these videos. We wanted to help devs get a feel for the patterns quickly, so I bet they'll seek out other videos that go more step by step like yours 💖 Love your new procedural animation series 🔥
@@HomeMech ☺Now that is an awesome surprise! So happy to hear! And thank you for the shoutout of the proc ani series!
@@AriaZed Thanks so much for the kind words!
As a game developer, I appreciate this kind of videos. Recently I have updated my latest game and fixed some certain bugs. Thanks for sharing the best tips for productivity and game creation!
Your design patterns ebook is a really good learning resource. It strikes that perfect balance of having a clean architecture, without being complex to implement. Maybe you guys could also create more video examples based on what's in the ebook
Really glad to see this channel covering something as important as design patterns. Looking forward to more!
This e-book is really amazing! (and this video too!)
Thank you for providing essential educational resources.
Wow! It really important topic and we need more!! Thank you so much to start it! Don’t want to miss any new video
I started learning Unity quite recently. It feels like games are my calling in life :). I happily watched a lot of videos on this channel using subtitles, but I still found it very very interesting! :)
So useful. Even the senior developers needs this kind of videos to lern or refresh knowledge.
These are essential training! Unfortunately they were newly created, but it's okay. Keep going these Unity!
Finally, I recently started to learn about Programing Patterns and I am really mad that I was not introduced to it before.
We loved it, please continue from here Unity!
Awesome, thank you for the video !
More of this!
I've been working as a Game Dev for a while using Unity, and it is so validating to see Unity's official channel posting more about how they code.
There is a lot of "advanced" stuff out-there that is just pure complex garbage that does not work for Unity or game development in general.
this video is something I didn't know I needed
Awesome series tutorials! Right way!
Really nice video! Understandable, to the point, and the little animations in scene view are funny.
That means the world to me coming from you, thanks Ciro!!! ☺
Thanks for the tutorial, much needed.
love these visuals with Kyle
This is what people need, design patterns with practical examples.
I need like 100 of these videos…
Finally a Unity example with a code of nice quality! ❤❤❤
Series on design patterns? Lets go!
Nicely animated.
Unity is finally catching up on cool tutorials 👍
Very well explained - but I think new programmes won't have a clue what's going on here.
These should perhaps be named "Advanced" for people who have been coding for a while but have no clue how to write good code.
Definitely a step in the right direction.
Extremely cool content!
Excellent tutorial!
Great! I would start though with the nightmare scenario of how to do something WITHOUT this pattern, then beginners might see a direct reason to use it.
Also, hassle Unity to support interfaces in the inspector!
Haha, great idea! In fact, in our upcoming factory video, we start exactly like that ☺
In the case of command, I'm reminded of the bunny story we learn to tie our shoes, either the floppy ears or down the hole 🕳🐇 There are other complicated or just plain bad ways to tie your shoes, but sometimes it's useful to have the "right thing to do" be easy to remember.
📩Hassle interface support, roger roger🤖
amazing - much needed
Love this content. More of the same please :D
Im glad you are doing these, but I think the issue is that it's not super clear why using this is a particularly helpful pattern compared to another similar one. I think making them a little longer to explain better both the use of it as well as the details would be good.
Thank you for the feedback! We have more videos on the way soon, including a final video where the patterns are used together in a system. Since the videos each have their own personality that fits the pattern, we hope that the difference between them is clearer when taken as a whole. But do let us know what you think!
It is nice to see such content. Great work! It would be very nice to see scripting while explaining it because scripted pages make it difficult to understand. Developing it while scripting also helps us understand the progress better.Just some advice for upcoming tuts.
Videos like this are actually good and useful. Definitely want to see more and have an in-depth guide for these.
I went to the link provided but couldn't find the ebook or anything else about this...?
I understood 💯 of this the first time. … probably
More of this please!!
Nature is healing... hopefully.
Great video
How do you handle commands that might take more than a single frame to execute? For example getting the character to walk 1m forward, then 5m to the left. These actions take time to finish.
You can put an extra boolean IsComplete in each command, and make the commands manager not move on to the next command until the current one is completed.
Great question! There are several ways to go about this. In a "WalkCommand" you could have an "isComplete" flag that starts out false and is set true once the character has reached the destination or the coroutine is complete. You can also invoke an event like "commandComplete." This is probably a good idea for the robot chef--"Order up!" 😄 It's worth noting that chatbots like GPT are *very* good at assisting in modifying or fine-tuning the patterns in various ways like you are asking. Just knowing the patterns a little is enough to unlock all the great advice that you wouldn't get if you didn't prompt for it. The concise nature of the ebook examples make them perfect for copy-pasting with a prompt. That said, I could see it suggesting something more complicated, like integrating the commands with a state machine, so it may be worth seeing a simple boolean flag or event-based approach first.
Finite State Machine, a simple enum and switch statement. Or an interface or even delegate would work
If the Execute command is a coroutine (or async) then you can just wait for it to finish.
Very good video
classic 👌
Maybe I'm missing something, but if I use two Stacks for my Undo/Redo system, eventually I can end up keep allocating more and more commands since the beginning of the run. Isn't it a waste of memory? Is there a way to maybe keep the undo collection limited for only X amount when it's full?
Great point! The examples are simple as needed to capture the pattern. How to handle a sequence of commands really depends, and our main objective is that people understand the pattern first. We have a final video on the way that is an action/fighting combo system (like Mortal Kombat or Street Fighter) using the command pattern--in that system, managing, evaluating, and clearing the sequence of button actions that might produce a combo is essential and pretty involved 😅
Великолепный материал
Very good, but maybe take the next one a bit slower.
Thank you!! Slow down a bit noted 😅
even I made my recent video covering this!
I see no download or purchase link in the URL you posted. Come on guys… 🤦
This is the way
I can't see any downloding link in mobile
So, where can find the code ?
wow
No need for C# OOP patterns because the performance is always much worse than ECS and Unity still haven't provided tools to track the connections in Scriptable Object event architecture
My unit says Available: 0 bytes, how can I fix this?!!!!
Omaga
AI voice?
🤖I am flattered you'd think someone would choose my voice from a drop down menu and think "yes, that's the one I want" haha 🙈
@@HomeMech Sorry :S
@@forestrf Don't be! It's a compliment in a funny kind of way 😄
First
Mentira
Too complicated and not understandable 😢
Sorry to hear! Please let me know if I do better in the videos coming out next.
I wish there were a way to do the robot chef story without code and then with the code... all that's needed to understand the basic gist of the pattern is the concept of putting robot chef orders in an envelope so you can create a list of them and thus have complete control over when they are opened/executed.
what are you having troubles with
@@HomeMech i think maybe just the classic undo redo functionality would be the best explanation of it. lets be honest you're not going to *actually* use this verbose code for something like this example
@@HomeMechI think OP is having a hard time understanding ICookingCommand and interfaces in general, since this is more of an intermediate level video. He most likely doesn't understand how interfaces can be used in dependency inversion. Maybe make a separate beginner video showing the purpose and how dependency inversion can be achieved with interfaces
@@BobrLovr I think there is just too much abstraction going on in the example, IRecipe, ICommand, a simple ICommand example, with a Queue and Execute method I think would be enough than going ICommand.Execute -> IRecipe.Cook ...
Such a bad video and hard to follow And Complicated … you need more simple and easy better explaining
what point are you getting hung up at?
Skill issue
@@Caffeen save that for video games bud, these are people trying to learn. Why on earth would you bad mouth someone who's trying to understand something and better themselves?
@@BobrLovr "Such a bad video" I'm all for people trying to learn and better themselves, and I would never insult someone for having difficulty learning, but badmouthing someone who put the time and effort into trying to teach you something is incredibly disrespectful.
@@Caffeen It's not a great video or explanation. The usual example given for command pattern is usually an undo/redo functionalty because it's the best example you can give. Whatever weird abstract robot thing he's doing here is not an actual every day coding problem. It's a metaphor and not a very good one at that, he tried to be much too creative when it's explanation has already been perfected other places on the internet and in school
Very neat tutorial!
What possessed you to think this is a good way to explain coding? Cut the distracting animations, expecially those that make code I am still reading disappear, keep all the code on the screen, the components summary goes first, get rid of the kitchen example.