You're exposing state badly
Every now and then - okay… pretty much every day - I encounter someone who has decided to publicly expose state with fields, and it hurts my core.
Let's talk about that.
Every now and then - okay… pretty much every day - I encounter someone who has decided to publicly expose state with fields, and it hurts my core.
Let's talk about that.
What is the difference between component == null
, component is null
, and !component
?
Today I'll be stepping away from a Unity environment and focusing on one of the new features available in C#, and a very important note to keep in mind when using it. That is, the dangers of file-scoped namespaces.
Early last year, I wrote a blog post which explained how Unity's coroutines work. In my conclusion, I expressed that I underestimated the level of wizardry they involved, so much so that it went far beyond the scope of the article. I figured it was time to perhaps elaborate on that, and show you a glimpse of Unity's game loop and how the coroutine system works in the engine (at least, my interpretation of it.)
I recently wrote a post which explained how Brackeys' Save & Load system could be fixed so that it isn't victim to a major security flaw regarding BinaryFormatter
, by instead using BinaryWriter
and BinaryReader
. This guide will explain how to write a better, portable, more scalable save & load system from the ground up.
Buckle your seatbelts, we have a lot to cover.