~/talk

Unity for the enterprise developer

Talkat NDC Sydney 2019 · 2019-10-14..10-18· [game-development, c-sharp]
slides:none on file

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).

AI-written summary · about

  1. 0:00Intro
  2. 2:12Game engine
  3. 5:07Lots of reasons to try it...
  4. 6:48Stating the obvious
  5. 9:41Building blocks
  6. 10:12Game objects
  7. 11:54Prefabs
  8. 21:00Types of asset
  9. 21:17Asset store
  10. 22:42Serialisation
  11. 23:55Asset database
  12. 24:53Meta files
  13. 27:00Why is it "scripting"?!
  14. 27:41MonoBehaviour
  15. 28:41Event functions
  16. 30:48Serialised fields
  17. 31:58Other script components
  18. 33:09Libraries
  19. 34:53Packages
  20. 37:41Project files
  21. 38:26Magic folders
  22. 39:13Everything always targets the Editor
  23. 40:33Unity version
  24. 41:58Mono version
  25. 43:20Target runtime version
  26. 44:45C# versions
  27. 45:37Building standalone players
  28. 46:25How does Unity support a new platform?
  29. 48:05Debugging devices
  30. 52:27New architecture
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