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Reusable Interaction System in Unity in Under 60 🫳🗡️😎 #unitytips #unity3d
15,931 просмотров • 1 год назад •via X (Twitter)
Комментарии: 10

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 🙏

Thanks for sharing 👍

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

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.

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

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.

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

I explain it here 🙂

pls tell me how did you quickly add the function there

Thanks for sharing! I’ll give this a try
