Unity for the enterprise developer
summary
Unity runs the game loop and editor as native/C++ with C# logic on Mono or transpiled to C++ via IL2CPP transpiles IL to C++, so expect P/Invoke costs and platform-specific toolchains. Projects are folder-based; every asset and folder has a meta file and GUID that must be in source control or references break. The API is effectively single-threaded main loop (use coroutines or the job system for background work). Coverage includes asset store prefabs, package manager, Rider integration, profiling, and the new Data-Oriented Tech Stack (megacity demo).
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chapters (30)
- 0:00Intro
- 2:12Game engine
- 5:07Lots of reasons to try it...
- 6:48Stating the obvious
- 9:41Building blocks
- 10:12Game objects
- 11:54Prefabs
- 21:00Types of asset
- 21:17Asset store
- 22:42Serialisation
- 23:55Asset database
- 24:53Meta files
- 27:00Why is it "scripting"?!
- 27:41MonoBehaviour
- 28:41Event functions
- 30:48Serialised fields
- 31:58Other script components
- 33:09Libraries
- 34:53Packages
- 37:41Project files
- 38:26Magic folders
- 39:13Everything always targets the Editor
- 40:33Unity version
- 41:58Mono version
- 43:20Target runtime version
- 44:45C# versions
- 45:37Building standalone players
- 46:25How does Unity support a new platform?
- 48:05Debugging devices
- 52:27New architecture
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30mand .NET, what’s next?
04mIntervista a Andy Touch
01h 00mUnity 101 for C# Developers
39mA revolution is coming! Writing performant and safe multi threaded code in Unity
