2
votes
Unity: Keyboard Shortcut to Deselect Game Object
Extending from DMGreggory's solution, we could simplify the SelectNone function even more:
...
2
votes
Accepted
Unity: Keyboard Shortcut to Deselect Game Object
Reading through the list of Unity editor keyboard shortcuts, it doesn't look like such a shortcut exists.
We can save & load selection presets using Ctrl+(Alt/Shift)+(1-9), but you can't ...
2
votes
Is it possible/recommended to make a universal game library interface in C
While it is true that SDL already provides support for multiple platforms, it is of course possible to build another layer on top to abstract the specifics of SDL away from the rest of your code. We ...
2
votes
What does "Continuity of response" mean in the book "Game Feel"
This is a bit of conjecture; I haven't read the book, but did some digging on the author's companion website for the book.
There I found links to some posts stating
These articles were one of the ...
2
votes
Interaction between interfaces with C# Unity
Unity is a game engine that's designed around the principle of composition over inheritance.
That means the idiomatic way to design this would be something like this:
GameObjects that represent items ...
2
votes
Accepted
How to distinguish between different platforms using an interface
If your interface implementations differ only in the data they return from these getters, you might not need interfaces at all but a type object.
Then your platform script might be just an attachment ...
2
votes
What is the purpose of a "press start" screen?
I recently added a start screen to my mobile game. The decision came after testing it on an older phone. The game front loads a majority of the assets into memory when the game starts, and was causing ...
1
vote
How should I go about handling multiple phone resolutions from a reference resolution?
First of all, it is probably best to do a research on which screen resolutions are common, and use the most common one as the reference resolution. Another approach is to do even more research and ...
1
vote
Accepted
Add Item for OptionsButton is Gone from the editor
This option is currently (Godot 4) on the inspector.
Open "Items":
And there you will find an "Add Element" button:
Clicking it will create an empty item that you can then ...
1
vote
Interaction between interfaces with C# Unity
I'm not a proffesional, so you should take this with a grain of salt.
I think you should create a separate MonoBehaviour script which takes the Item class and ...
1
vote
Accepted
UnityEditor related classes can not be referenced. Why?
So, as #DMGregory pointed out the classes inside the editor folder can not be referenced by classes outside of the editor folder....
1
vote
Given a base class and many derived classes with additional features, what's the best practice for accessing those features?
There's nothing wrong with keeping a container of derived class observing pointers for direct and immediate access while keeping an overall base class container for management:
...
1
vote
Accepted
Interact with inheriting class methods from "casted" base class (collisions, etc)
In Unity, I'd generally recommend working with the principle of composition over inheritance.
In this case, if player characters, enemies, and environment objects all need to take damage, then damage-...
1
vote
Is it possible/recommended to make a universal game library interface in C
What you are suggesting to do here is actually what a library like Allegro or SDL is doing for you.
SDL, for example:
officially supports Windows, Mac OS X, Linux, iOS, and Android. Support for ...
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