@Legionope the main use cases will be situations where you have multiple similar, but different, classes that you're needing to work with. So an inventory would be a good use case where you might have a base interface for an inventory item that defines things like size/weight etc but then have versions for consumables, wearables etc. For a character controller if you want to have things be more modular or have a mix of ones (player, AI etc) then interfaces could work there as well.
Great guide, I would really prefer adding T keyword before defining the name like TItemType, its much more understandable. For a second, i thought its an enum where you pass a enum data to a generic class.
Thankyou! And, yep I think that's a very valid point. I think with me having come from C/C++ to C# I tend to prefix enums with E (because of how C/C++ worked with them) but not for generics/templates. It would definitely help with clarity of the code to prefix both enums and the generic types.
may i request for setup github for unity project tutorial?, i know there is a lot out there, but for me they just seems not the best way to teach it, either to rush, or simply read from book or something, unlike you sir
I've added it to my tracker for ones to cover. It likely won't be soon but I agree it would be a good area to cover and in particular look at a few of the different tools available for working with it.
Via Patreon etc is usually going to be easiest. I'm not in the position currently to be able to be assisting much beyond answering brief questions though. It's a very busy period so time is pretty limited.
Hi, unfortunately that’s not an area I’ve worked on anything even close to it. I suspect your best option might be to look into areas like simulating ropes.
@chiragsawajiyani8540 it’s not an area I’ve worked in really and the few bits I did were a long time back. I’d recommend researching into rope and hair simulation both in general and in Unity specifically
generic + interfaces are the best 👏
Absolutely! It's a bit more setup often but I definitely find it pays off long term on a project.
I can't wrap my head around where to use this. What's it's most commonly used case? For dialogue system? Player controller? Inventory system?
@Legionope the main use cases will be situations where you have multiple similar, but different, classes that you're needing to work with. So an inventory would be a good use case where you might have a base interface for an inventory item that defines things like size/weight etc but then have versions for consumables, wearables etc.
For a character controller if you want to have things be more modular or have a mix of ones (player, AI etc) then interfaces could work there as well.
Great guide, I would really prefer adding T keyword before defining the name like TItemType, its much more understandable. For a second, i thought its an enum where you pass a enum data to a generic class.
Thankyou! And, yep I think that's a very valid point. I think with me having come from C/C++ to C# I tend to prefix enums with E (because of how C/C++ worked with them) but not for generics/templates. It would definitely help with clarity of the code to prefix both enums and the generic types.
may i request for setup github for unity project tutorial?, i know there is a lot out there, but for me they just seems not the best way to teach it, either to rush, or simply read from book or something, unlike you sir
I've added it to my tracker for ones to cover. It likely won't be soon but I agree it would be a good area to cover and in particular look at a few of the different tools available for working with it.
@@IainTheIndie thanks, I'll wait for it
What would be the preferred way to contact you? Patreon discord? I would like to get some help for which I would gladly compensate you.
Via Patreon etc is usually going to be easiest. I'm not in the position currently to be able to be assisting much beyond answering brief questions though. It's a very busy period so time is pretty limited.
@@IainTheIndie I see, thank you for the reply!
Hi, I am working on a unity game in which we have to untangled girl hair breds. How I can make this untangled mechanism for mobile.
Hi, unfortunately that’s not an area I’ve worked on anything even close to it. I suspect your best option might be to look into areas like simulating ropes.
@@IainTheIndie any idea you have related to rope physics or rope simulation
@chiragsawajiyani8540 it’s not an area I’ve worked in really and the few bits I did were a long time back. I’d recommend researching into rope and hair simulation both in general and in Unity specifically