Posts Tagged conditional compilation

How to Detect If the Unity Engine Is Available

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Sometimes we write code that’s meant to be run outside of the Unity engine. This could be anything from unit tests being run in MonoDevelop or Visual Studio to shared code that’s used on a multiplayer server. Regardless, the Unity engine isn’t available for use unless you’re running in the editor or a deployed build. This means you’ll have problems whenever you access the Unity engine via Debug.Log, GameObject, or MonoBehaviour. Today’s article shares some quick tips that enable you to tweak your code so that you can detect whether the Unity engine is available for use. Read on to learn how!

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How to Use Runtime Asserts to Find Bugs

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Runtime asserts, not the asserts in unit tests, are a valuable debugging tool for any game developer. Today’s article shows you what they are, how to use them, how not to use them, and how they work. Read on to learn more!

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