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Reusable Interaction System in Unity in Under 60 🫳🗡️😎 #unitytips #unity3d

15,931 Aufrufe • vor 1 Jahr •via X (Twitter)

10 Kommentare

Profilbild von Hura
Huravor 1 Jahr

Don't forget to cast your interface to UnityEngine.Object when checking for null. If not, you'll have some crazy moments 👀. The video doesn't do null checks so it doesn't apply but it's nice to know 🙏

Profilbild von Sunny Valley Studio
Sunny Valley Studiovor 1 Jahr

Thanks for sharing 👍

Profilbild von Distracted Coder
Distracted Codervor 1 Jahr

Hah I usually use SendMessage for stuff like this. Good to know there’s a better way

Profilbild von Sunny Valley Studio
Sunny Valley Studiovor 1 Jahr

Yeah c# is staticly typed so I would recommend using interfaces. On the other hand if you work in Godot in GDScript (dynamic language) sending messages is a default way. It is super cool but the tradeoff is there is no error checking done by the compiler.

Profilbild von Mobius Dev-Tech
Mobius Dev-Techvor 1 Jahr

This is an example of abstraction right? It's quite powerful thanks for sharing.

Profilbild von Sunny Valley Studio
Sunny Valley Studiovor 1 Jahr

Technically i believe it is an example of implementing polymorphism through interface implementation. You do abstract out the concept of "interactable" object by defining a common method (interface) to be called.

Profilbild von Alex Ameye
Alex Ameyevor 1 Jahr

Nice! How are the selection outlines rendered? Extruding the vertices?

Profilbild von Sunny Valley Studio
Sunny Valley Studiovor 1 Jahr

I explain it here 🙂

Profilbild von ozn1911
ozn1911vor 1 Jahr

pls tell me how did you quickly add the function there

Profilbild von Mahima Singh
Mahima Singhvor 1 Jahr

Thanks for sharing! I’ll give this a try

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