Reducing lines of code can make your work more readable, making it easier for you and for others to read. More lines means more mental gymnastics to decipher which part of code does what. I want to go over some tips and tricks that helpd me.
If you’ve ever wanted to grab all of the game objects in your Unity scene with a specific script attached and refer to them in your code, it’s quite straight forward. You can also get a single game object the same way.
If you’ve ever wanted to get all of the children attached to a Unity GameObject and turn them into an array, there is a simple way to do it. This tutorial shows you how to do it in simple C# code.
This article explains how to loop through undordered maps in C++ and assumes you know what an unordered map is. We will use a range-based for loop, also sometimes referred to as a for each loop.
Typically PuzzleScript is used to make top down games, but you can in fact emulate some of the elements of side-scrollers, albeit with the limited rules of puzzle script, in that it is still turn based. This tutorial will cover how to make gravity. Sample Project Open the sample project. I’ve given a basic level…
PuzzleScript is great fun, but wouldn’t it be nice to know how to animate with it? Well, now you can with this tutorial. I also introduce the ‘again’ keyword, which is crucial for PuzzleScript success.
I will be adding new programming tutorials and articles in C++ and C#, as well as continuing with PuzzleScript and the usual sorts of posts. I plan to write articles on specific topics such as for each loops, like my recent article, or how to iterate through unordered maps in C++. Later I will add full length tutorials…