Starting Your Unity Game Flawlessly (8 Steps)

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  • เผยแพร่เมื่อ 13 ต.ค. 2024

ความคิดเห็น • 44

  • @teammdyss
    @teammdyss ชั่วโมงที่ผ่านมา

    Please continue with this topic. Many try to, but either are being too vague or too nerdy. Your explanations have a good balance

  • @gostan2718
    @gostan2718 42 นาทีที่ผ่านมา

    this channel is a gem

  • @thygrrr
    @thygrrr 6 ชั่วโมงที่ผ่านมา +2

    Holy crap, I shipped 20 games with various flows and some were terriblle. Now I have more than an intuitive understanding. This is also a video that addresses an uncommon topic, so it stands out from the usual tutorial slop.

    • @practicapiglobal
      @practicapiglobal  5 ชั่วโมงที่ผ่านมา

      @@thygrrr Thanks! We're happy it helped. We're really trying to cover topics that haven't already been answered on TH-cam, so we're glad to see we're heading in the right direction :)

  • @le_python_man
    @le_python_man 9 ชั่วโมงที่ผ่านมา +3

    As a software engineer, it took me years to finish my first game.
    I was always looking for a clean architecture, and I couldn't find any best-practice resources. Even on small projects, because that's how I code in my job.
    I'll keep an eye on your content!

    • @practicapiglobal
      @practicapiglobal  7 ชั่วโมงที่ผ่านมา +1

      @@le_python_man Thanks!! No worries we will definitely focus on clean architecture💛

    • @practicapiglobal
      @practicapiglobal  7 ชั่วโมงที่ผ่านมา

      @@le_python_man Thanks!! No worries we will definitely focus on clean architecture💛

  • @alaslipknot
    @alaslipknot วันที่ผ่านมา +2

    This video is one of the best non-intentional introduction to Zenject, at least the theoretical part of it

    • @practicapiglobal
      @practicapiglobal  15 ชั่วโมงที่ผ่านมา

      Thanks!! Lol it was really difficult not to mention Zenject here😅
      If you are interested in implementing DI following these steps, PLEASE let us know

    • @alaslipknot
      @alaslipknot 12 ชั่วโมงที่ผ่านมา

      @@practicapiglobal i use DI at work (am full-time software engineer fot a game studio) i thiink the concept is worth explaining indeed, however, it can easily turn into a glorified Singleton pattern if not done correctly. so make sure the video is not tagged for beginners, i don't think any small project will require any sort of DI, what you explained in this video is more than enough for a clean and scalable small/medium game.
      As for requesting the next topic, i would vote for ECS.

    • @practicapiglobal
      @practicapiglobal  11 ชั่วโมงที่ผ่านมา

      @@alaslipknot Awesome feedback! Noted :)

    • @druidimos
      @druidimos 2 ชั่วโมงที่ผ่านมา

      @@practicapiglobal Any thoughts on Zenject vs Vcontainer ?

  • @rechnight
    @rechnight 12 ชั่วโมงที่ผ่านมา +6

    Unity 6 (2023.X), there's the Awaitable class to use in place of UniTask/Coroutines.

    • @practicapiglobal
      @practicapiglobal  11 ชั่วโมงที่ผ่านมา +1

      @@rechnight Thanks! Absolutely our attention is on it. Because it's not released yet we didn't mention it. Though we will now consider adding a note that it exists 💛

    • @thygrrr
      @thygrrr 6 ชั่วโมงที่ผ่านมา

      ​@@practicapiglobalSince years (Unity 2019 or so), you do not need UniTask anymore. Just use the TPL (System.Threading.Task et. al.)

  • @niklasmikkelsen4701
    @niklasmikkelsen4701 6 ชั่วโมงที่ผ่านมา

    Clean video! Interesting to see how you'll solve the growing reference issue. I would separe the managers into contsiners and load them at various stages!
    +
    It's not necessarly faster to remove everything from the scene as the script has hard references to prefabs which loads them into memeory once the scene is loaded!
    EDIT:
    Saw thst your aware of thede things from another comment! :)

    • @practicapiglobal
      @practicapiglobal  6 ชั่วโมงที่ผ่านมา +1

      @@niklasmikkelsen4701 hahaha Thanks!! Your solution is exactly what we do as well :) ofc there's more into it, and we will do a full video about it in the future.

  • @3d2dMuke
    @3d2dMuke 17 ชั่วโมงที่ผ่านมา +1

    This is excellent. Thank you very much.

    • @practicapiglobal
      @practicapiglobal  15 ชั่วโมงที่ผ่านมา

      Thanks! Appreciated💛

  • @successorbot9934
    @successorbot9934 ชั่วโมงที่ผ่านมา

    Is there a discord server for the channel? If not, I'd recommend you create one. I'd love to be a part of it.

    • @practicapiglobal
      @practicapiglobal  ชั่วโมงที่ผ่านมา

      @@successorbot9934 Thanks man! We are really thinking about it

  • @wokarol
    @wokarol 11 ชั่วโมงที่ผ่านมา

    How would you handle editor playmode support in that workflow?
    Let's say I edit a level in the game and want to playtest it. With this approach I would be required to switch the scene, go with the full flow and then I would have to load the specified level.
    It feels like shooting myself in the foot when it comes to iteration.

    • @practicapiglobal
      @practicapiglobal  9 ชั่วโมงที่ผ่านมา +1

      @@wokarolHi, you're absolutely right. This is indeed a whole topic in itself, which we intentionally ignored to keep things simple. However, the approach we recommend is for each scene to manage its own dependencies and setup data. This way, if we load the scene with mock data, it should load flawlessly. For example, we can create a ScriptableObject that contains mock data for the scene to load.

    • @wokarol
      @wokarol 5 ชั่วโมงที่ผ่านมา

      @@practicapiglobal // But don't we run back into the same problem? Now you have to add some manager with a player prefab and all that, which if I understand well was the problem we wanted to avoid. As now we have two points of entry, the Game scene and the Mock Manager

  • @publicmmi
    @publicmmi 13 ชั่วโมงที่ผ่านมา

    The way i did it in my "game" is to use a bootstrapper ([RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
    ) and load a prefab (i call it System) which contains everything (other prefabs like GameManager, UI, etc.) which should be in every scene. I call then Object.DontDestroyOnLoad(myInstantiatedPrefab). To prevent the bootstrapper to load this on scenes (e.g. test scenes, ...) I only load the "System" in the bootstrapper if the current scene starts with a specific name (in my case "Game_").

    • @practicapiglobal
      @practicapiglobal  9 ชั่วโมงที่ผ่านมา

      @@publicmmi Thanks for sharing! We're familiar with this approach as well, and it aligns with what we demonstrated in the video. However, we recommend avoiding grouping things based on their prefix, as this tightly couples the object's name to its purpose.

  • @ManjeetKumar-xk8jf
    @ManjeetKumar-xk8jf 14 ชั่วโมงที่ผ่านมา

    I think if you have references of prefab on your script which is in scene unity will take same time to load either it's an empty scene or not.

    • @practicapiglobal
      @practicapiglobal  14 ชั่วโมงที่ผ่านมา +1

      @@ManjeetKumar-xk8jf Yes you are totally right! But as we said in the video, this is a simple example and in a serious project we should load the assets async using AssetBundles/Addressables

    • @ManjeetKumar-xk8jf
      @ManjeetKumar-xk8jf 14 ชั่วโมงที่ผ่านมา

      @@practicapiglobal okay man got it i have just subscribed waiting for new videos.

    • @practicapiglobal
      @practicapiglobal  13 ชั่วโมงที่ผ่านมา

      @@ManjeetKumar-xk8jf Thanks!! New one coming in a few days :)

  • @arctiformgames
    @arctiformgames 19 ชั่วโมงที่ผ่านมา

    This is the issue im having with my project. The demo is so big that loading times are eek.

    • @practicapiglobal
      @practicapiglobal  15 ชั่วโมงที่ผ่านมา

      Awesome we hope this helped🙏

  • @harikrushnbhingradiya3788
    @harikrushnbhingradiya3788 23 ชั่วโมงที่ผ่านมา +1

    I don't understand single word u say and i started game development 2 days ago is it normal??
    How much time should it take to understand this?? Can i learn it all in a month??
    Please don't give me the answer like it depends on self.

    • @jackwilliams4398
      @jackwilliams4398 21 ชั่วโมงที่ผ่านมา

      take your time bro
      take your time
      if you enjoy the process just do it
      to hell with what people say
      if you struggel in some step just ask someone with more knowledge about that

    • @JackFoz454
      @JackFoz454 18 ชั่วโมงที่ผ่านมา +1

      @@jackwilliams4398 Don't worry. If you just started learning, this video will be full of things you don't understand, and that's normal. The reference in the title to 'Starting your unity game' is not meant to imply that it's a beginner-level video. It's 'starting' as in 'starting up the game', and an approach like this would only be appropriate for somebody who's been learning for much longer than you, and has a project so large the normal (beginner) way of doing things has become unweildy. I would suggest you just relax and focus on materials that you know are beginner-level for now.

    • @graphics_gurunt
      @graphics_gurunt 18 ชั่วโมงที่ผ่านมา

      It's normal to practice for years in order to understand this, This is intermediate level knowledge and such you don't need to trouble yourself with it. I suggest you get in a lot of game jams inorder to create some prototype. Practice will eventually lead you to realize the problem this content creator is trying to solve.

    • @3d2dMuke
      @3d2dMuke 17 ชั่วโมงที่ผ่านมา

      This video is for intermediate/advanced users. It will take a couple of years to get to that point. Eyes on the horizon, walk on.

    • @practicapiglobal
      @practicapiglobal  15 ชั่วโมงที่ผ่านมา

      Hi! It is totally normal don't feel bad for being overwhelmed. From the start this video was targeting an audience with basic+ knowledge in Unity. Luckily In our next video we will cover all the basics you need to know!💛

  • @Pro-xm8jb
    @Pro-xm8jb 15 ชั่วโมงที่ผ่านมา

    Holy pro dis is gud😎😎😎