It's great and for bouns I watch this and when you start typing || in that if I was thinking it's not the best practice I would need Interface for that in my solution. 2 minutes later you fixed that. It's very pleasing when video do things perfectly instead of fast and easy. You are hidden gem in this YT Unity niche. Love it.
Thanks for the kind message I am glad you liked the video. I try and go a little bit further with the solutions while keeping the videos short and bite sized.
Glad you liked it and thanks for pointing out the earlier issue with the previous video .. had a few issues reuploading it, but I finally managed to get it sorted.
That would not be enough. If you do that with multiple validators they would override the result. For example, if the first validator returns false, and the second one returns true, the overall result would be true and should be false, cuz one validation failed. What you could do: 1. Break the loop when validation fails - the downside would be that not all validators could run 2. Get all the validation results in the list and check for any false in the list.
very nice video..keep doing it! I learn a lot watching your videos ( even though I have to repeat it again and again to grasp them..but that is my fault not yours 😂😂)
Glad you're enjoying the content It's a fine balance between making it longer to include more explanations and too long which lowers the views .. I have been playing with the idea of doing some live sessions related to the tutorial videos maybe slanted towards how I use them in my own games which tend to take the tools even further.
Question: Is there a way to hide a unity default Menu Item? I followed your tutorials on creating script templates and want to disable/hide the Unity default "C# Script" menu item in the create assets menu. I tried making a validate menuitem for it and returning if the monobehaviour template text file I created exists in the project but it is not disabling.
Oh absolutely use prefabs where possible .. think of this more of an example of what you can do with scene wide non component validations. Maybe you need to check each scene has a camera aligned to a custom set of lights in a scene for instance. To note though on big teams there is always one person who will go against the grain and unhook that prefab.
🔥 Unity Asset Refresh Sale .. in case money is burning a hole in your pocket
assetstore.unity.com/?on_sale=true&orderBy=1&rows=96&aid=1101liVpX
It's great and for bouns I watch this and when you start typing || in that if I was thinking it's not the best practice I would need Interface for that in my solution. 2 minutes later you fixed that. It's very pleasing when video do things perfectly instead of fast and easy. You are hidden gem in this YT Unity niche. Love it.
Thanks for the kind message I am glad you liked the video.
I try and go a little bit further with the solutions while keeping the videos short and bite sized.
Great as always!
Glad you liked it and thanks for pointing out the earlier issue with the previous video .. had a few issues reuploading it, but I finally managed to get it sorted.
Shouldn't the code at line 56 of SceneValidation (as of 4:19) be "isValid = instance.Validate(scene);" ?
Absolutely .. copy paste error on me .. well spotted
That would not be enough. If you do that with multiple validators they would override the result. For example, if the first validator returns false, and the second one returns true, the overall result would be true and should be false, cuz one validation failed.
What you could do:
1. Break the loop when validation fails - the downside would be that not all validators could run
2. Get all the validation results in the list and check for any false in the list.
very nice video..keep doing it! I learn a lot watching your videos ( even though I have to repeat it again and again to grasp them..but that is my fault not yours 😂😂)
Glad you're enjoying the content
It's a fine balance between making it longer to include more explanations and too long which lowers the views .. I have been playing with the idea of doing some live sessions related to the tutorial videos maybe slanted towards how I use them in my own games which tend to take the tools even further.
Question: Is there a way to hide a unity default Menu Item? I followed your tutorials on creating script templates and want to disable/hide the Unity default "C# Script" menu item in the create assets menu. I tried making a validate menuitem for it and returning if the monobehaviour template text file I created exists in the project but it is not disabling.
Not that I know of .. would be nice though
Why not just crate a default prefab with Audio Source component and mixer field set and use that everywhere instead
Oh absolutely use prefabs where possible .. think of this more of an example of what you can do with scene wide non component validations.
Maybe you need to check each scene has a camera aligned to a custom set of lights in a scene for instance.
To note though on big teams there is always one person who will go against the grain and unhook that prefab.