Toribash
Original Post
C# for Unity
Lately, I've been coding in C# for Unity.

I wanted to see who else is doing this kinda thing too! Share some of your project ideas, what you've accomplished, etc. with programming here!
Originally Posted by Vin786
I am working with c++ with unreal engine. So far I made a little escape room game and currently working on a tank game.

I do wanna try unity one day as they have a very nice asset store

That's awesome man! You should share a download link or something when you feel it's ready for some testing, I'd love to do that.

Originally Posted by hipotibor
I've been developing stuff with Unity for a little more than 3 months now, feel free to PM me if you're stuck with something and need help or if you have questions about general things. Also, the official documentation and videos on youtube are your best friend. When I first started, doing the first three tutorials on the website taught me a lot about how objects and scripts behave. It had almost nothing to do with traditional desktop application development with C#.

That's dope. I started learning java back during the 4th grade summer, and continued with minecraft mods up until 6th grade. I picked up C# and Unity near the beginning of 6th grade and have been trying to learn ever since (currently 7th). As of now I've got the basics down, still trying to code a first person controller script from scratch, but it's fun. I'll definitely keep that in mind.
Originally Posted by MrMiyagy View Post
I have just got into coding, I learned all kinds of stuff about c++ when I was 14 so I could make a 2D side scroll platform game, like uhm, Mario, or something. So i needed to relearn since C# is the new thing and I am learning it on SoloLearn, a cool site/phone application you can learn any kind of code you really want to learn. So I mean an idea for me would be like a 2D scrolling platform game, which I did end up making and lost it. I am 18 now and well I need to learn coding anyways since I am getting into Astronomy/Astrophysics and all. That is what I will be going to college for, and I will being doing the more computer science side of it. I am great with computers, just been too lazy to learn code, and when i was younger i didn't have access to resources i could learn code with. XD

That's awesome man! Good luck with that. Over the summer I am going to be taking a college class, and another in the fall, ultimately aiming for a degree in computer science as well.
Originally Posted by Gynx View Post
Coming to my final year for uni and I made a small mobile game project using Unity in C#. Not on the app store or anything but it was a fun experience and I will be making some other projects. Not sure if I'll stick with Unity though.

Congrats man! What did you go to college for? I'd assume something relative to computers lol.
Made this several weeks ago out of boredom: http://forum.toribash.com/showpost.php?p=9105635

Went to uni in hopes I'll do some coding there, huh boy I was wrong. Probably it's better somewhere outside mother Russia, but here they'd explain how printf() works for 2 weeks and then announce the course is pretty much over. If you want to learn, either go study the raw documentation and start coding random stuff on your own or try internships as Gynx suggested.
YouTube vids on Unity look pretty useless in terms of 'learning to code', these may only be helpful at getting into Editor's basics faster.
Originally Posted by sir View Post
Made this several weeks ago out of boredom: http://forum.toribash.com/showpost.php?p=9105635

Went to uni in hopes I'll do some coding there, huh boy I was wrong. Probably it's better somewhere outside mother Russia, but here they'd explain how printf() works for 2 weeks and then announce the course is pretty much over. If you want to learn, either go study the raw documentation and start coding random stuff on your own or try internships as Gynx suggested.
YouTube vids on Unity look pretty useless in terms of 'learning to code', these may only be helpful at getting into Editor's basics faster.

Thank you very much for the advice sir, your opinion is quite reputable. I live in California, where we have beach parties and over use the word 'hella', and there seems to be some fine Computer Science courses from the Junior College I plan to be taking courses from, and some at Simpsons as well. I've done a combination or reading the documentation and watching youtube videos, and I feel I've learned a bit off of those combined. You know, I'd be down to watch some videos of you explain the basics of C# though ;)
check out this sweet subforum for computer/programming discussion

make sure you're posting in the right place
Just a wee bit of an update;
I coded a nice little CharacterController from scratch! It's First Person, and is pretty easy to use. If people care enough, or need it, I'll add it to the original post. Most people, for jumping, use the "isGrounded' bool, which returns true at an unreliable rate. So, I use a Raycast attached to an Empty GO that shoots down, gets the distance from the object hit, and use a teeny bit of math to figure out if it is in between 2 numbers (so if the object was .1898979 away while I was on the ground, I would test for dist >= .1 && dist <=.2), and if that's true, set public bool Grounded = true. Then, only let the player jump if that bool was true. It's 150% more reliable this way.
Originally Posted by Oracle View Post
That's a pretty overkill way to implement jumping. You could have just assigned all your floor game objects on a layer, then used "isTouchingLayer" (or something along those lines) for your boolean check. Also, using your way, a player could, theoretically, never touch the ground again since the jump is tied to distance being smaller than or equal to a number that isn't equal to 0, or jump off objects that you aren't intended to be able to jump off of.

isGrounded is intended to check if your character is in a stable position. This is to prevent, for example, a player from spamming jump up an incline that should be too steep to travel.

? I really don't understand this at all. It's a proper method that works 110% of the time for what I need.. This method works for people who want the player to be able to jump off of anything, NOT just things with a specific layer. If my player manages to jump on top of a car, then wtf happens? I can't put the car on the ground layer, because it isn't the ground. He can't jump off it which is ass. but using this raycast, it doesn't matter what he is on, he can still jump.
Originally Posted by Oracle View Post
Just pointing out the limitations of what you've chosen. Any implementation needs to be tested at the edges. Of course what you've chosen will work to jump off anything, but that's also a potential problem. All the raycast will check is distance until collision with an object. Specifying what kind of objects prevents bugs like jumping off game objects that are untouchable for the player, but still detected by the raycast, since raycast looks for all objects with colliders by default.

The reason I bring up the layer is because I know raycast can result in some weird interactions if you aren't careful. Using just:

if (physics.raycast(position, down, MAX_DIST))
Grounded = 1;

as how you decide if you can jump leaves room for possible errors if the raycast hits, say, a bullet object that has a collider. Fixing that would be as simple as assigning all bullet game objects to a "hazard" layer or something and specifying the raycast should ignore "hazard" layer objects. raycast has that feature already implemented.

Hey! Thanks for that. That'll come in handy sometime. I didn't really think about that.

Anybody got any projects they wanna share? Once I am a little bit further into the development of this, I'll be sharing mine a bit.