Unity 2019.1 was released last week and the Burst compiler is now out of Preview. It promises superior performance by generating more optimal code than with IL2CPP. Let’s try it out and see if the performance lives up to the hype!
We create objects out of structs and classes all the time, but oftentimes these evolve to the point where using them is really awkward. Today we’ll learn to recognize the telltale signs of an overextended object design and how to easily fix it.
Collection types like
Dictionary<TKey, TValue> are fundamental tools in C#. Sadly, I keep seeing the same misuses of them in codebase after codebase. Today we’ll look at the top 5 problems and learn how to easily avoid them!
Unity’s Mike Acton gave a talk this week at GDC titled Everyone watching this is fired. One point he made was regarding the importance of knowing the latency requirements of our code. When does the result need to be ready? Today we’ll talk about the ramifications of answering that question with anything other than “not immediately” and see how that can lead to better code.
Structs are great for controlling memory layout and avoiding the GC, but we can go a lot further to get even more speed out of them. Today we’ll look at a simple tweak that can dramatically speed up the code using the structs without even changing it!
C# already has two bit array types, but both are lacking.
BitArray is a
class so it requires heap allocation and GC.
BitVector32 is a
struct, but it’s usage is bizzare, it’s implemented inefficiently, it’s not enumerable, and there’s no 64-bit version. Today we’ll create a new, simple type to remedy these issues and add a new tool to our toolbox!
Today we’ll go through everything that happens when you make a P/Invoke call. We’ll see how native libraries are loaded and how marshaling works. We’ll touch on calling conventions and character sets. In the end, we’ll have a better understanding of what goes on when we call into native code.
There are many posts that’ll tell you the “hello world” of calling native code like C++ from a C# Unity project. These tend to be simple examples though, so it’s hard to go from that to wrapping a real life useful native library. Today we’ll wrap SQLite, a popular C library that implements a database, and talk about the challenges in doing so and how to end up with a pleasant C# API for the rest of the game to use. Read on to learn how!
Today’s tutorial gives step-by-step instructions on how to use F# as a programming language in Unity. It updates an older tutorial from 2015 that used Unity 5.2 because a lot has changed in Unity since then. With an improved IL2CPP and support for .NET Standard 2.0, it’s easier than ever to simply drop in F# support. Read on to learn how!