Why Pro Unity devs use Odin Validator
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- čas přidán 19. 06. 2024
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00:00 - LIKE & SUBSCRIBE :)
00:40 - How does it help?
00:51 - Invalid Materials & Missing Scripts
01:10 - Missing & Invalid References
01:40 - Null List Items & Invalid Layers
02:00 - More Automatic Out of the Box Fixes - Big List
02:28 - Fixing Issues
03:15 - Attributes [Required]
03:28 - Attributes [RequiredIn]
03:40 - More Validated Attributes - [AssetsOnly] [DisallowModificationsIn] [ChildOnly]
04:05 - I can do that myself!!!
04:40 - Why Odin Validator?
05:10 - Validator Setup
06:15 - Value Validators
06:30 - RootObjectValidator - Introduction
07:00 - SceneValidator - Required GameManager
08:00 - RootObjectValidator - Grounding
11:20 - Filtering Assets & Rules
11:50 - ISelfValidators - Adding validation directly to the component
12:18 - Validators VS Validation Rules
As a coder, nothing breaks my heart like installing a pack and watching my console melt into a mass of butter and blood. I've been really enjoying Odin Validator as I had my own set of tools to do most of the things it does, but they've obviously been able to focus deeply on it so it's so much more polished than anything I have time to build. I always love taking the edge off of development like that, great video!
that why version control exist XD
I'm wondering when Unity will purchase Odin and make it standard for all Unity projects.
Me too :)
Another great video mate. Great to see practical examples of where you've used this stuff, heaps handy for people to understand the reasons why you'd do this stuff
Odin is one of those plugins that goes into every project without question. When you start making huge complex entities that have conditional logic (e.g. when this checkbox is enabled, use a list of X items), having a system that helps keep your UI clean is super handy
This is dope, would be nice to have a quality settings validater that tells us what to actually change for better graphics, or performance.
im sold! thanks!
I will say, unity does have a built in button that fixes all of the material shaders to the appropriate pipeline! It's in one of the top bar menus (can't remember which off the top of my head). But the rest of these validators would also be amazing to have built into Unity one day.
I feel that every use case validator is designed to solve, can be mitigated with good TDD practices, build pilelines and pre merge validation.
However I will concede this is a pretty cool tool.
Exactly what I was thinking.
Odin Validator seems more like a tool to use to make the work flow easier however most of these examples can be done manually with little effort. I personally do not use Odin Validator but than again I don't do traditional dev tools when working inside of Unity.
it's crazy that his kind of stuff is not a default unity behaviour
Odin seems nice at first, but it's an extremely "sticky" solution, to the point where you'll find you wont ever be able to remove it from your project without breaking almost all of it. I also think it lets devs get away with mistakes they shouldn't be making in the first place. Not everything has to exist as a mono behavior in a scene somewhere.
Easy to miss, but Jason’s transformation to Jason the White happens shortly after 6:08
"Value validators" very vexing.
You have to add 00:00 for annotations to work
this is overwhelming ... what about slower presentation by feature-by-feature videos? maybe those exist already, I make a search.
I just don't understand why are we able to delete an object that is referenced somewhere without any warning to begin with. A lot of those validations should be built in 🙄
Not Free = I'll code it myself
Soon there will be so many programs accelerating the development that we will not have time to make games while studying all this shit...
well tutorial hell for ya :D