Unity Architecture for Noobs - Game Structure

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  • Опубликовано: 19 июн 2024
  • Unity Architecture is one of those things which can completely overwhelm new devs. This video will introduce you to a handful of architectural design patterns, which shy away from over-engineering, allowing you to learn the basics and get on with developing your game. Simple patterns are perfectly fine for most projects solo devs and small teams set their sights on.
    Package: bit.ly/3JthhfR
    ❤️ Become a Tarobro on Patreon: / tarodev
    =========
    🔔 SUBSCRIBE: bit.ly/3eqG1Z6
    🗨️ DISCORD: / discord
    ✅ MORE TUTORIALS: / tarodev
    0:00 - Intro
    0:50 - Hierarchy (Scene structure)
    2:17 - Project (Folder structure)
    3:00 - Singleton Managers
    3:58 - Game Manager
    5:47 - Unit Manager
    6:12 - Scriptable Objects
    8:22 - Persistent Systems
    9:18 - Audio System
    9:38 - Resource System
    10:44 - Unit hierarchy
    14:33 - Utilities
    15:00 - Rest of Folders
    15:18 - That's it (+announcement)

Комментарии • 357

  • @Laurynaspupsta
    @Laurynaspupsta 2 года назад +106

    Great video, but there seems to be a mistake in StaticInstance class On the Singleton class, there should be a return method inside the if (Instance != null) statement. Otherwise, the base.awake method is still being called, and the previously created static instance ref is overriden by the StaticInstance class's Awake method. But still, the structure is amazing. Keep it up!

    • @Tarodev
      @Tarodev  2 года назад +44

      Yup, you're 100% right. At the time I must have thought Destroy would effectively act as a return (how crazy of me).
      Thanks for picking that up!

    • @nathalieraffray306
      @nathalieraffray306 2 года назад +20

      @@Tarodev You should pin this comment! I definitely spent some time confused because there was no return statement and thought I was misunderstanding something. Great video though

    • @Tarodev
      @Tarodev  2 года назад +22

      @@nathalieraffray306 you're right. Done!

    • @ihugyoucuziloveyou
      @ihugyoucuziloveyou Год назад

      @@Tarodev or anybody else can write the correct code please? Not sure where to put what.

    • @urselhorst9253
      @urselhorst9253 Год назад

      thank you for mentioning this. I ran into an issue with the missing return and wasn't 100% sure where to fix it

  • @ZahhibbDev
    @ZahhibbDev 2 года назад +168

    It's quite rare too see a tutorial on architecture, so thanks a lot for this!
    Happy holidays mate!

  • @Pixelhurricane
    @Pixelhurricane 2 года назад +59

    I think one of the most important tips I received in this video was during your intro, "as you learn as a developer it will adapt and evolve to your style"
    I had been confusing myself trying to force other developers' styles of architecture into my projects, what I *should* be focusing on is taking advice from other devs to evolve a style that's suitable for the way that *I* think.
    Really enjoyed this video, learned a handful of other helpful things as well!

    • @Tarodev
      @Tarodev  2 года назад +15

      That really is the most important takeaway from the video so I'm glad that part stuck.

  • @JasonStorey
    @JasonStorey 2 года назад +109

    Great Video, I follow a very similar structure. The only real standout differences is that those "separator" style gameobjects with dashes etc, if you put them on the editor only layer they will be auto stripped from the project which cleans up the build hierarchy, and the other one is that I personally try to avoid "resource loading" style code at runtime if possible. In the case of populating a repository of units etc, if they are not going to be loaded from a remote source I have all the info I need at edit time to populate the arrays myself. So I usually write a little helper function that uses the search syntax in unity to find, load and populate an array with matching content. so for example, a context menu button that has _array = ResourceLoader.Load("t:prefab l:unit boss") which would then find all prefabs with a unit label with boss in the name, get their resource guids, resource load them and pop them into the array for me.
    Oh, and instead of using the _ on the scripts folder I make a generic "_project" folder that I treat as the "real" root. so it has its own data folder for scriptables, its own prefab folder etc. That being said, I subscribe to the belief that the unity project view is NOT a folder structure but an asset database and so I don't try too hard to wrangle the folder structure, but empower myself to be able to use it through targeted naming and use of labels and other search utilities.
    Again, great video. It's always a joy to see other people orbit some of the same patterns and practices, it means we are all coming to similar conclusions so their must be a kernel of value in them.

    • @Tarodev
      @Tarodev  2 года назад +22

      What great insight, Jason. I love your videos by the way! Your editing is so clean and satisfying 🤩
      It is nice seeing us all reach similar conclusions. I'll be interested in what you think about my slightly off-market state machine video coming out soon.

    • @Nova04550
      @Nova04550 2 года назад +1

      Jason Storey you are an inspiration!

    • @RealisiticEdgeMod
      @RealisiticEdgeMod 2 года назад +1

      11:06 You are violating programming principles 101. Composition should be used instead of inheritance. This has been the standard practice for 27 years. ( the gang of four book was published in 1994).

    • @Tarodev
      @Tarodev  2 года назад +17

      @@RealisiticEdgeMod Wholeheartedly disagree, and this is also coming from somebody who uses composition over inheritance 90% of the time. In addition, overusing composition simply to avoid inheritance is even worse than not using it at all, in my opinion. As this is a unit base and I know EVERY unit will take damage, it makes sense as a function, derived from inheritance.
      Over-engineering is the death of many projects, especially for new devs, which is who this video is for.

    • @RealisiticEdgeMod
      @RealisiticEdgeMod 2 года назад +1

      @@Tarodev I agree that sometimes inheritance is better but in this particular instance you really should use composition.

  • @mehmedcavas3069
    @mehmedcavas3069 2 года назад +23

    we need more of this kind of tutorials. great work

  • @mrOverYeff
    @mrOverYeff 2 года назад +122

    Can you make a video on decision making? Like good questions to ask yourself and how to resolve them. Example: should this class be a monobehavior, a scriptable object or OG c#? Flowed by some indicators you can look for and an example / fixing a bad example

    • @mrOverYeff
      @mrOverYeff 2 года назад +16

      I'd really like this cause I feel like i know a lot of concepts but use them in the wrong situation :)

    • @mrOverYeff
      @mrOverYeff 2 года назад +11

      Another good question: should I even ask this question on this project? Indicators: size, complexity

    • @jkRatbird
      @jkRatbird 2 года назад +7

      Yes! I really need this too! Roughly understand what everything does but still really hard to grasp the what the purpose of each one is.

    • @mrOverYeff
      @mrOverYeff 2 года назад +1

      @JonontoastTo: depend on your project: yes and no the answers most definitely depend on your project however there is some good questions that overlap and guide you in the right direction. To: questions about questions, I recently had a sw project (not gamedef) myself, where I was asking myself how do I optimize this and how do I handle this being in a bad state. Which in itself where bad questions, cause by trying to resolve problems that could exist I created problems that actually existed. And I feel like this is decision making. I hope you at least partially get my point now?
      And thx for the detailed response ^^

    • @edward3190
      @edward3190 2 года назад

      Use scriptable object whenever possible. it makes your project easy to manage, debug and test.

  • @windwalkerrangerdm
    @windwalkerrangerdm 2 года назад +10

    This was something I seriously needed as a self-thought developer, and there are few (maybe no other) examples of architecture out there that's in my league... Thank you very much and you've got a sub.

  • @BlueJeebs
    @BlueJeebs 2 года назад +2

    Nice, there were a few things I've been doing but some of them went completely over my head. I've heard more and more about scriptables so inevitably I'll need to dive into them. Thanks for the rundown

  • @tylerheenan9393
    @tylerheenan9393 2 года назад +1

    Wow. Busts out ALL the awesome tricks it took years for me to learn and a few new ones! Amazing, mate.

  • @helenvillian
    @helenvillian 11 месяцев назад

    I'm new to Unity and making games but work in data & analytics professionally. This video has helped FAR MORE than any tutorial. I really need to understand a good workflow and architecture before diving into learning Unity itself and C#, from this video I feel I have a good base to start on a game when coupled along with a detailed game plan of what I want the end product to look like and have. Thanks so much!

  • @Tarodev
    @Tarodev  2 года назад +70

    Few spoken mistakes in this video with corrected annotations. Needed to rush it out before "Merry Christmas" became too irrelevant heh.
    Love you guys! Enjoy.

    • @rohanmanchanda5250
      @rohanmanchanda5250 2 года назад +2

      Or you could have just erased the part where you say Merry Christmas? The only thing would be the bush stuck on your head but I think it'll be taken as modern art...

  • @sprungo3968
    @sprungo3968 2 года назад +6

    This is great content man. There's so much out there for the beginner it's really refreshing to see well made tutorials that cover this intermediate kind of content.

    • @Tarodev
      @Tarodev  2 года назад +1

      Thanks mate! I'll have some more intermediate to advanced stuff coming shortly!

  • @ElboxD
    @ElboxD 2 года назад +1

    Exactly what I was looking for for weeks! Thank you!

  • @Liamneedham29
    @Liamneedham29 8 месяцев назад

    This is the exact tutorial I've needed. I find it so easy to come up with ideas for games and visualize what that game will end up looking like, and impossible to understand any of the structure I need to build. Every tutorial has their own structure that they follow without explaining, or they stick to very basic stuff without ever teaching you how to implement a structure.
    I now know what I'm missing, what I need to learn about and what I can figure out through trial and error. So instead of searching "how do I actually make the games I design", I know that I can at the very least build a structure with this in mind, tweak the structure to suit the game better if need be, and start actually making the games.
    It's like being a painter and never being taught how to use a canvas or a brush - sure you can throw the paint at a sheet of paper and call it art, but if you want to paint something in particular, you need to know what frame you are working within.

  • @Pharaxiel
    @Pharaxiel Год назад +2

    Thank you! I upgraded my "Projects' Architecture" almost instantly from "v.0.2a to v.2.0" ;) after watching this video. Great job!

    • @Tarodev
      @Tarodev  Год назад

      Happy to assist 🙏

  • @Caphalem
    @Caphalem 2 года назад +2

    Always happy to see a Unity video promoting some proper programming patterns

  • @greghcarr8192
    @greghcarr8192 Год назад +4

    I've been hopping around between different Unity tutorial channels and I think I finally found my home. This video has been incredibly helpful for me, thank you.

    • @Tarodev
      @Tarodev  Год назад

      Welcome home Greg

  • @dominicwindle5707
    @dominicwindle5707 2 года назад

    Your Unity tutorials are excellent. As a DotNet developer trying to learn Unity I really appreciate how you explain things

  • @VirtuwolfGames
    @VirtuwolfGames 2 года назад

    Looking festive af bro! Thanks for the Architecture advice. The neater it is, the sweeter it is

  • @alexcubed4270
    @alexcubed4270 2 года назад +3

    I like that you put the commment at 15:18. I recently switched to using that approach and i really like it. It makes it much easier to find the stuff you need when working on a feature, especially since the different file types all have their own icons, so if youre in a hero folder, its very easy to locate all the sounds for that hero for example

    • @Nova04550
      @Nova04550 2 года назад

      I think I would worry where to put files that could belong to more than 1 feature, but idk, never tried that way, but you can always mix and match both paradigms

  • @rezmon5311
    @rezmon5311 Год назад

    Found you a couple of days ago. The educational content is very much appreciated, Ser!

  • @hectorcruz92
    @hectorcruz92 2 года назад

    I love your videos! This video is just what i was looking for to have a quick understanding of how to structure my games. Keep up the videos i know you are making someones life a lot easier!

  • @xxann55
    @xxann55 2 года назад

    Been using Unity for about 2 weeks now and this is what i needed! Watching the video and reading through the code/assets set off so many light-bulbs in my head, I finally have a high level overview of how a simple game would flow. Thank you so much!

    • @Tarodev
      @Tarodev  2 года назад

      You're welcome mate!

  • @PeterAlexay
    @PeterAlexay 2 года назад +1

    Wow. This is exactly what I wanted. Thank you for this. 🎄🍾🎉

  • @halivudestevez2
    @halivudestevez2 2 года назад +1

    I will need to repeat it several times, and slow it down. Very valuable info included! Worth to watch it and learn, think it over.

  • @bombrman1994
    @bombrman1994 2 месяца назад +1

    I find that SOLID principles applies to game dev so good. Some might dislike it and start thro shades at it in other industries, but in game dev its definitely needed. It just makes everything clean and helpful especially if you are working with a team. Also easier documentations for modification and balance changes as we know its popular in video games.

  • @sabbracadabra7083
    @sabbracadabra7083 2 года назад

    Thanks for great video! I go back and forth to it for a few days while learning how to organize game better!

  • @sir.niklas2090
    @sir.niklas2090 2 года назад

    Your the first content creator, teacher who responds and adjusts to your communities comments. :D Thanks friend!

  • @mrpancakeguy
    @mrpancakeguy Год назад

    Excellence! Can’t wait to try this out.

  • @pixeldevlog
    @pixeldevlog 2 года назад +2

    Loved the video, these types of videos are very rare, as an experienced programmer, this was very helpful for me.

  • @dmitrywroclaw9165
    @dmitrywroclaw9165 2 года назад +1

    Cool! Thank you and Happy New Year!

  • @TaAnderson-Google
    @TaAnderson-Google 2 года назад +2

    Informative video - Check
    Entertaining host - Check
    Clearifying annotations - Check
    Showing clicks & folders - Check
    Just enough detail - Check
    Bookmarked chapters - Check
    Sample Unity package - Check
    Tarodev videos - THIS IS THE WAY.

    • @Tarodev
      @Tarodev  2 года назад +1

      Damn! I checked all the boxes on this one.
      Although:
      Zoomed in code for mobile screens: Unchecked

    • @TaAnderson-Google
      @TaAnderson-Google 2 года назад

      @@Tarodev Trust the person that spots their own errors, tells you about them, and moves to correct them. That is the person that you don't need to follow up on or worry about. That is integrity and it is far too rare and so very priceless. You're personal/RUclips checklist is problaby much larger. Your example is a legacy that others will look up to in awe. Well done. Happy New Year to you!!

    • @Tarodev
      @Tarodev  2 года назад

      @@TaAnderson-Google You're making me blush :D Have an amazing 2022 my guy! By the way, I'm premiering a video, starts in 4 mins!

  • @Seizen
    @Seizen 2 года назад +1

    Wow, really good video. Most of the videos on RUclips doesn't care about those details you mentioned. Subscribed.

  • @niranjanwagh5767
    @niranjanwagh5767 9 месяцев назад

    This is the video I was waiting for for long long time. I will be watching it several time in upcoming days to understand each part.
    Please consider making more videos like this in future. In each video you can deep dive into Managers, Setup, Enviroment, Canvases and System.
    I know you have videos on most of these topics already. But most of them are oriented for turn based games.
    Again Thanks for this video. It helped me overcome my initial barrier of game development journey.

  • @ExplorationTV
    @ExplorationTV 2 года назад

    Thank you Tarodev for the Unity Architecture for Noobs - Game Structure video, extremely helpful on my aspiration journey to game and film rendering development.

  • @oliver.travelling
    @oliver.travelling Год назад

    Very interesting. Thank you for sharing your structure.

  • @anaibrahim4361
    @anaibrahim4361 Год назад

    tamara adviced me to watch this video and it was really answering all my questions thanks a lot sir for your efforts to simplify the game dev work by highlighting thos principale step

  • @willycampos6101
    @willycampos6101 2 года назад +11

    Happy Holidays! Pretty cool content Taro. a few things that might also help to keep in mind:
    1. Not that i condone the use of singletons, but there is a better way of making your abstract Singleton class.
    I know Unity recommends 'Singleton : MonoBehaviour where T : MonoBehaviour', but in this case you can actually put any MonoBeaviour in place of T. Given that some coders might actually try to do this. its better to put an extra constraint do the following: 'Singleton : MonoBehaviour where T : Singleton', now you can only put T's that inherit from Singleton.
    2. Instead of having that Dictionary, did you know that you can actually use ScriptableObjects as Enums, big benefits: They're Drag and Drop-able, no need to recompile if anyone wants to add another "Enum", designers can do it, no need to modify code, and you can use a generic to get the Reference too.
    Instead of using 'GetExampleHero(ExampleHeroType t)' you can do this 'GetExampleHero()' if you went the inheritance way, but if you are a bit more ninja, you can go the composition way, which will probably disregard the use of this system XS.
    3. Try to avoid using or putting too many things in the Resources folder, everything that is in the resources folder will get loaded into memory every time you load a scene, even if those assets are never used (slow scene loading times, and big ram usage).
    You're already using ScriptableObjects, no need to have them there. you can make a ScriptableObject Holder that holds the references to all ScriptableObjects (a bit more work, but totally worth it).
    Another thing you could do is simply use Addressables, a much better way of accessing objects and assets with the benefit of not saturating your memory necessarily, and wit the big benefit that it can also work somewhat like streaming assets, if you have an update, no need to make another build, simply make a new AssetBundle and done, yes they can be downloaded/updated at runtime, they're pretty cool!
    Hope this helps X)

    • @Tarodev
      @Tarodev  2 года назад

      Great writeup, Willy :)

  • @datablob
    @datablob 2 года назад +1

    I learn something with every video, even with the beginner stuff, thank you!

  • @zanagi
    @zanagi Месяц назад +1

    6 minutes to the video I finally noticed that funny christmas decoration

  • @RobertGercia
    @RobertGercia Год назад

    Thanks for sharing this tips. Really helpful to me.

  • @MatthewKimbrough0
    @MatthewKimbrough0 2 года назад

    This is a great resource - I've made so many notes on my to-do list to try these out. Especially the dictionary of scriptable objects - good stuff!

    • @Tarodev
      @Tarodev  2 года назад

      Glad I could help. Also, thanks for the support!

  • @sn0man
    @sn0man 2 года назад +1

    SO appreciate this video. Just starting out architecture and structure is hard to get started. Going to rewatch this a couple times and go through the project until it all makes sense.

    • @Tarodev
      @Tarodev  2 года назад +1

      Glad it could help you on your way :)

  • @djalexander968
    @djalexander968 5 месяцев назад +1

    wow, found this on christmas of the next year, still is a great gift given im also splitting my head on my keyboard over unity confusion

  • @robertjenkins6323
    @robertjenkins6323 Год назад

    Great video. I found this really useful as a beginner to unity. Thanks Tarodev :)

  • @hacklordmonster8780
    @hacklordmonster8780 Год назад +1

    Great video thank you so much. This is gonna solve a lot of issues i have with my games.

  • @buttforce4208
    @buttforce4208 2 года назад

    Super helpful, thanks so much for making this!

  • @zamidare9038
    @zamidare9038 2 года назад +8

    This is nice. I want to see more overview of relationships and how communication happen between managers and game flow. Because of the explanation for scriptable objects being easier to pull than needing to do a long route of making the object be present first was easy to understand and gave me a good push to try learning more about SOs. An overview on UI and scalable with different display sizes and how to manage them would be nice. I only have a vague grasp on the differences between controller scripts and the possible or common managers that are in a game. Singletons are useful for communication between scripts but I've read that it can also be bad or have some drawbacks (maybe if there are a lot of them) but I don't know the reasons. Good situations or type of systems when to use a private variable would be helpful (I'm only limited to info that they are useful for debugging because private means only that script can access it so pinpointing where the weird behavior or error is easy). Also which category would object pooling fall into? (I'm referring to script since there's a built-in one now iirc).

  • @adammain3424
    @adammain3424 2 года назад +1

    This was great, thank you. Would love to see a deeper dive into configuring that generic singleton class.

  • @artourprice2435
    @artourprice2435 Год назад

    Thanks for sharing. Very helpful!

  • @ObviousDev
    @ObviousDev 2 года назад +2

    Great video! I always struggle with architecture so that was very interesting :)

  • @kdeger
    @kdeger 2 года назад +11

    As mentioned these types of systems can cover %90 of the gameplay, great structure sample. Also maybe you can make another video for state machine samples and addressables(instead of resources I feel like it's more convenient). Great video as usual, oh oh also I'm going to become a Tarobro now!

    • @Tarodev
      @Tarodev  2 года назад

      Thank you so much for your support man!

  • @youcancallmedoggie
    @youcancallmedoggie 2 года назад +1

    Thanks for the vid taro!

  • @rpamungkas13
    @rpamungkas13 Год назад

    This channel is really a gold mine for anyone learning Unity. It answer many questions on the back of my mind when learning this Engine :o

  • @chusatorra96
    @chusatorra96 2 года назад +1

    Love this, thank you very much!!

  • @treppas
    @treppas 2 года назад +1

    Such great suggestions, thank you :)!

  • @bunnybreaker
    @bunnybreaker Год назад +1

    I love everything about this video. Subbed for the head tree and intro statement alone 😉👍🏽

    • @Tarodev
      @Tarodev  Год назад +1

      Welcome aboard ❤️ 🎄

  • @okamichamploo
    @okamichamploo 2 года назад +1

    Wow thanks. Been looking for a vid like this for years

  • @yoshimario40
    @yoshimario40 2 года назад +1

    This is exactly what I didn't know I needed. Going into Unity without any knowledge of how game objects are organised, or how state and instatiation is managed, or how different scripts communicate with each other was a nightmare.

  • @eleonorahackman6779
    @eleonorahackman6779 Год назад

    This is so interesting and good to know! Thank you for this!

  • @merlinduty7546
    @merlinduty7546 Год назад

    That's probably the single most helpful video on unity I've seen. This is the things you struggle with building from blank slate and step by step. Normally you just start with something, then at some point realise you need some kind of system to do X, than try to build that , conceptualize , look up specific tutorials , fail miserably because there are just tutorials about smaller problems saying 'Oh yes at this point we will do this just like this, but it's not proper, so mind that', look up forum questions, can't read beacause $$anonymous$$ , and finally be able to do what you wanted to after working through debugging sessions. Later you will realise you need some other system and refactor because you get this unorganized abomination. This video avoids so much pain, acting like something where to look up on how to implement X base concept and organize your smaller problems. Amazing.
    Could be just me since I have experience with software development, just not game development. I am not overwhelmed by the code snippets themselves, I can imagine you don't really worry about these things when you don't come from software engineering.
    However still kind of sad to see the use of this Don't Destroy and kill new versions pattern. My dev senses are all tingly with implementing that. Doesn't seem proper at all. Was looking forward to see a solution that avoids those.

  • @ItsMrFabry
    @ItsMrFabry 2 года назад +1

    More of this Great video! I saved it in my playlist for later! have a good holiday!

  • @tommyford1301
    @tommyford1301 2 года назад +1

    Thankyou so much I've really been looking for something like this :)

    • @Tarodev
      @Tarodev  2 года назад

      You're welcome 😊

  • @codered_dev
    @codered_dev Год назад

    taro is the ultimate game dev,i hope my channel grows just a big!

  • @un_holysix
    @un_holysix Год назад

    First of all, thank you, my friend!
    Second, for every one that is starting coding right now, or trying to, and don't know what to do, is like completly lost into what things to study and where to start, I humbly invite you to read about my short journey into software development world. Even if it's still short (about 2 years) I think this may help you.
    Time ago I tried to do unity games a couple times, and I did it till a certain point, then my code starts getting unreadable and I can never advance...
    Now I code rest api in java and live from this. There is an achitecture, of course. Every language has a lot of technics. Clean code, solid, ddd, clean architecture in general. And i didn't know this when I start coding.
    Even now, I'm not able to code something expandable without this. (Honestly, I think no one can) And that's something that we do not realise until we got experience and most times someone have to give you a little push and open your eyes.
    I was looking for something to start doing this right that time in unity. I just needed a little help, but I could not find this for free in the internet, until a couple weeks ago, with your video... And dude, works like a charm! That's exacly what I needed and I can assure all of you that THIS is the most important thing withing all languages. Even more important than code at all.
    Boy, no matter what you do, you need achitecture or you will get lost. Your code will break and you'r gonna have to call an alchemist, or even an exorcist to fix it for you. Of course it may vary within each language, but the *way of thinking* is the most important thing when talk about coding clean and architecture. And that is simply the best tutorial I found. For real!
    Generally i have to read a bit from some place, then a bit more from another and another, watch some videos and read huge books till i learn the content. But its all here, perfeclty separated for topics.
    I just felt compelled to set aside a little time and come here to thank you. Hope this can reach millions of people and you can keep spreading your knowloge out.
    I wanted to use youtube feature to give you a "Thanks", but its not available... You will get farther and farther, keep going, we jrs need you 😂❤
    My best regards,
    Manolo Dias.

  • @alexfu1734
    @alexfu1734 2 года назад

    Awesome video! Inspire me a lot.

  • @bshibishi5889
    @bshibishi5889 2 года назад

    I just got into this and I was actually wondering about this kind of thing, didn't even care to search because I thought no one would care to post.
    Subscribing was the right choice haha
    Thanks.

  • @Mikelica69
    @Mikelica69 2 года назад +1

    Thanks for this knowledge!!

  • @Tharky
    @Tharky 2 года назад +3

    Great video as always and posted right when I needed it the most :) Taro is like Gandalf for Unity.

    • @Tarodev
      @Tarodev  2 года назад +3

      I should install more cameras

  • @johnreycasingal6954
    @johnreycasingal6954 Год назад

    This helps me a lot!! Thanks

  • @dwried
    @dwried Год назад +1

    After leaving a game behind for a good while, and then going back to it, I started to question my logic on the game flow big time. This video just happened to show on my recommended watch videos shortly after. Thank you for the video. You have given me some insight on ways to look at the mess of code in games.

  • @synchaoz
    @synchaoz 2 года назад +2

    Big thanks for this. Not a lot of hierarchy/file/folder structure insight videos out there. How to manage all your files and crap seems to be one of those things nobody really spotlights. I suppose because, as you yourself mention, it's a highly subjective thing. But even so, as someone new and still learning, the value of seeing how more experienced devs manage their game structure should not be underestimated.

    • @Tarodev
      @Tarodev  2 года назад

      Glad you found it helpful Sean :)

  • @atmos2766
    @atmos2766 2 года назад +1

    This was amazing ! thanks so much

  • @andrewsneacker1256
    @andrewsneacker1256 2 года назад +1

    Very usefull content! Thank you!

  • @CodemasterJamal
    @CodemasterJamal 2 года назад +1

    This is very helpful. I'll be honest, I never thought about putting all of my managers for a scene into another object, just to make it easier to organize and manage an entire scene.

    • @Tarodev
      @Tarodev  2 года назад +1

      It's the little things 😉

  • @prod.jakekarno1765
    @prod.jakekarno1765 Год назад

    Top quality advice, thanks

  • @_g_r_m_
    @_g_r_m_ 2 года назад

    That was so much usefull information, specialy the singleton class

  • @msj6894
    @msj6894 2 года назад

    Awesome! Thank you soooo much!!

  • @Mikelica69
    @Mikelica69 2 года назад

    Super useful video!! Thanks a lot

  • @TheIronicExistence
    @TheIronicExistence 11 месяцев назад

    Loved this video thank you

  • @razanomer10
    @razanomer10 Год назад

    Thank you. You are fantastic!

  • @kelskye
    @kelskye 9 месяцев назад

    I've been learning Unity by tutorials, and I've found it frustrating that the tutorials are so focused in getting across specifics on how to do particular things in Unity that they only pay minimal attention to architectural concerns. I get that this is not to intimidate or discourage those who aren't from a programming background, but as a programmer it makes Unity feel like it's disordered by design. This has given me ideas for how I could impose a sense of order once I break away from the tutorials and into my own projects. Thank you!

  • @VSalmerV
    @VSalmerV 5 месяцев назад

    I like to see different approaches to game architecture! Thanks for a video! One thing that I would like to make different here is to make UnitBase (or any _Base class) abstract itself so it will work more as interface but also usable in unity inspector.

  • @IndieDX
    @IndieDX 2 года назад

    Thanks for sharing!!

  • @coffeemachine2816
    @coffeemachine2816 6 месяцев назад

    Thanks man, good guide and nice hat

  • @mralien9547
    @mralien9547 2 года назад +1

    Thank you , this is very useful

  • @KasperGrnbakChristensen
    @KasperGrnbakChristensen 2 года назад +1

    This is good advice for new game devs, can recommend 👍

  • @onekoff8480
    @onekoff8480 Год назад +1

    Nice video. Thanks!
    I believe you can actually use methods from ScriptableObjects in classes and MonoBehaviours. You just need a base ScriptableObject class with some abstract base method which will be overwritten by deriving ScriptableObject classes. That way, you can make modular systems like handling movement of units either by player control or UI, etc.

  • @SuperTungbi
    @SuperTungbi 2 года назад +1

    Just what i'm looking for, omg thank god i have you 😍😍😍

  • @abdullah4653
    @abdullah4653 4 месяца назад

    great tutorial🤩

  • @KeyboardKrieger
    @KeyboardKrieger 2 года назад

    Good timing, I'm going to restructure my current project in January, so some input was very welcome 😊👍

    • @Tarodev
      @Tarodev  2 года назад +1

      Good luck with that! It's always a big task restructuring mid way through 🙏

    • @KeyboardKrieger
      @KeyboardKrieger 2 года назад +1

      @@Tarodev yeah, that's why I'm not already on it and have to finish the MVP beforehand -_-

  • @SpicyMelonYT
    @SpicyMelonYT 2 года назад +1

    0:00 ""Merry Christmas"
    A simple spell but quite unbreakable

    • @Tarodev
      @Tarodev  2 года назад +1

      Ever been wished merry Christmas so aggressively before?

    • @SpicyMelonYT
      @SpicyMelonYT 2 года назад

      @@Tarodev First time for me lol! Merry Christmas to you to0 and thanks for the dope video!

  • @svendpai
    @svendpai 2 года назад +3

    Another great video, thank you for taking the time to cover this :)) A lot of tutors skip this part of development

  • @xDTHECHEMISTx
    @xDTHECHEMISTx Год назад

    Man you make me want to start my whole base project all over again and be neater this way. Its efficient

    • @Tarodev
      @Tarodev  Год назад

      Big decision. A re-write always feels nice

  • @chioxin
    @chioxin Месяц назад

    Thank you so much for this. This is SUPER helpful after all the other stuff I've gone through and learned. =) I've been trying to find this to help with my sphegetti code. You are a hero =D ( to me at least XD )

  • @Krahkarq
    @Krahkarq 2 года назад +1

    Thanks a lot!

  • @FernandoMirabile
    @FernandoMirabile 2 года назад +1

    Nice video! Love it.
    One thing I'd add for the next time (Maybe?) is to create a folder for your project to avoid mixing folder with any asset store importing you have.
    For example, myProject folder contains all my scripts, materials, etc. While at the same level of myProject folder I can contain any imported folder from the asset store.
    This helps me clean a bit and organized better, since sometimes you can mix imported things with yours and that could end in a headache

    • @Tarodev
      @Tarodev  2 года назад +1

      Plus, doing this allows you to easily add assembly references!

  • @Betruet
    @Betruet 2 года назад +1

    Great useful video. Subbed. Merry Christmas and happy new year. Thanks for putting in the effort.

    • @Tarodev
      @Tarodev  2 года назад +1

      Tha ks for the patreon support mate ❤️

    • @Betruet
      @Betruet 2 года назад +1

      @@Tarodev hard work pays off ;]

  • @mhrohan917
    @mhrohan917 2 года назад

    Just Finished my Game (with clean code) had been Digging into Code structure for a month now.. Finally have a good understanding.. Now you show up with THIS. ALL THOSE I LEARNED ARE IN THIS VIDEO 😓😳

    • @Tarodev
      @Tarodev  2 года назад

      Ah... I wish I could have released this earlier for you 😜

  • @PauloHSousa237
    @PauloHSousa237 2 года назад +1

    Great video