The day that I stop learning anything new from you will be a sad day, I'll be happy cause I've grown and learned but sad cause I always enjoy your videos. Really enjoyed the video! Have a great one!
Some very useful attributes here. I have some code gen things I do and I never thought about looking if there's a way to mark it as Implicitly used haha, so I'll add that. Thanks!
I know it's kind of a beginner subject - but could you do a video on namespaces/assemblies/folder structure and how you personally structure your projects using these tools? I for one would love to see your take on this. Merry xmas!
Btw, you can use the nullable reference types feature instead of JetBrains [NotNull] and [CanBeNull] attributes if you use C# 8.0 or higher. For example, to enable this feature for a specific file, just add #nullable enable at the top of the file.
Hmm, the searchable enum property drawer doesn't seem to show for me with the InspectorName attribute applied to enum values-- that particular aspect might come from another plug-in?
Great video! Do you prefer drag-and-drop into serialized fields or calling GetComponent/similar code to access other classes? Which solution scales better? Thanks!
I prefer GetComponent myself. I feel it is less prone to human error. As far as scaling goes, that's what the Scene Reference Attribute is for - so that all references can be established ahead of time.
That SelectionBase attribute... I thought that was supposed to be what the little hand does in the margin of the hierarchy view, since it can also be a pain if you need to turn it off to work on the parts of an object. But I've found it doesn't work very well, so maybe SelectionBase is better at it. And I'm in the assign-everything-in-the-inspector camp (keep your code clean but your unity messy??), though Kyle's lib does look handy if I ever change my mind!
Consider something like a SpawnManager that needs to initialize enemy spawners before the AIController begins assigning behaviors to spawned enemies. By controlling execution order, you ensure that systems relying on specific initialization sequences, like pooling or event listeners, are fully prepared before dependent scripts run.
Happy Sunday! Actually, there are 11 Attributes in the video... I got carried away! 😂
Legend! Would've been great if you do more videos that include code refactoring and design patterns.
Of course!
we need you to get carried away more 😂
The day that I stop learning anything new from you will be a sad day, I'll be happy cause I've grown and learned but sad cause I always enjoy your videos. Really enjoyed the video! Have a great one!
Thanks! Keep learning and keep coding!
Thank you for always doing intermediate and advanced tutorials!!
My pleasure!
@@git-amend Agree, the comunity is flooded with how to install unity tutorials, that offers nothing new, this kind of content is too scarce
That SceneRef library is literally game changing. Thanks!
Yes indeed!
Awesome! That base selection thing is sooo helpful
Yeah, that's for sure!
[SelectionBase] that'll be a timesaver! At the very least, a frustration saver...
Yeah, that's a good one!
A super useful set of additions again... Legendary as usual
Thanks again!
Another great video, I really appreciate it. Could you make a video about adding modding to your game? I'm not sure how to approach it.
Not a bad idea, I'll write that down.
@git-amend 👑
@@git-amend would also like to know this, +1
thank you again for this rich content, the best youtube channel!
Glad you enjoy it!
Great topic, I love to write my custom attributes
Haha, me too!
best channel ever, thanks for your content, you are beyond, and explain so good!!
Appreciate the support!
11:11 WOOOOW, this is so helpful!!
Nice, glad to hear it!
Some very useful attributes here. I have some code gen things I do and I never thought about looking if there's a way to mark it as Implicitly used haha, so I'll add that. Thanks!
Nice, yeah that's a great use-case actually! I'll have to remember that.
I love sundays, thanks for another great video!
Nice to hear that! Thank you!
These were super useful thanks 🙏🏻👍🏻
You're welcome!
I know it's kind of a beginner subject - but could you do a video on namespaces/assemblies/folder structure and how you personally structure your projects using these tools? I for one would love to see your take on this. Merry xmas!
Yes, this has been a requested topic - it's on the TODO list!
as always thank you for great content
My pleasure!
Those automatic ref things are useful!
💯
Btw, you can use the nullable reference types feature instead of JetBrains [NotNull] and [CanBeNull] attributes if you use C# 8.0 or higher. For example, to enable this feature for a specific file, just add #nullable enable at the top of the file.
Yes! :D
Get carried away! Please!
Wow that was a really fast FIRST
Hmm, the searchable enum property drawer doesn't seem to show for me with the InspectorName attribute applied to enum values-- that particular aspect might come from another plug-in?
Maybe it’s new in Unity 6. I’ll have to check.
@@git-amend I'm using 6000.0.31f, so I don't think it's that :)
Apologies, the search is a feature that comes with Odin Inspector, but works with the InspectorName attribute (or just normal values too)
Great video!
Do you prefer drag-and-drop into serialized fields or calling GetComponent/similar code to access other classes? Which solution scales better? Thanks!
I prefer GetComponent myself. I feel it is less prone to human error. As far as scaling goes, that's what the Scene Reference Attribute is for - so that all references can be established ahead of time.
That SelectionBase attribute... I thought that was supposed to be what the little hand does in the margin of the hierarchy view, since it can also be a pain if you need to turn it off to work on the parts of an object. But I've found it doesn't work very well, so maybe SelectionBase is better at it. And I'm in the assign-everything-in-the-inspector camp (keep your code clean but your unity messy??), though Kyle's lib does look handy if I ever change my mind!
When you said enum I expected the useful flag attribute but giving the enum names human readable names is less common.
Also useful, indeed.
Super useful!
Glad it was helpful!
InspectorName attribute does not shown a searchable popup here on my Unity 6000.0.21. Is a specific unity version for this?
Apologies, the search is a feature that comes with Odin Inspector, but works with the InspectorName attribute (or just normal values too)
What would be the use case for execution order in real game scenario?
Consider something like a SpawnManager that needs to initialize enemy spawners before the AIController begins assigning behaviors to spawned enemies. By controlling execution order, you ensure that systems relying on specific initialization sequences, like pooling or event listeners, are fully prepared before dependent scripts run.
@git-amend Nice, thanks
Do you do consulting for indies?
I do not at the moment, as I have a full time job already!
Nice!
Thank you! Cheers!
Great content, as always!
I would add warning to first two attributes, as misused the can lead to errors. Its not an easy optimization switch.
Will you ever cover DOTS/ECS?
Does the function Child, Parent, Self, Anywhere work in Unity 5 too or just for Unity 6 ?