Wednesday, October 2, 2013

A good Practice in Setting up Unity Scene

Here's how it all started.

I was selling this asset here
https://www.assetstore.unity3d.com/#/content/11049

The test scene work, but if player wanted to set up in their own scene, which they likely will,
they will have to do quite abit of manual setup.

Then I just realized this, initially it wasn't a hassle for me to do so, because I know how the codes work and know what I needed to add.

HOWEVER!!!

Once I go do other stuffs then come back at it, I realized how annoying it is if I have to set it up again without missing anything.
So, it will likely be a much more hassle for those people who don't know how the code work inside-out.

Well, that's what manual is for. To make sure things go right.

BUT!!!

There is another good practice to go about it.

Automatic Setup and Fix if things weren't made correctly.

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To setup inside Unity, there are things needed in consideration.

1. GameObjects => Are they properly name?
2. GameObjects => Do they contain  right Components?
3. Scripts => Do they reference right GameObjects and right Components?
4. Components => Were correct Transform/GameObject correctly linked to public Parameters?

When there were NullException thrown at you, the causes are likely either one of them.

Meaning? => If even one of them is not correctly setup, the entire Scene will likely crash.

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So, how do we make this easier for both ourselves and the customers who risked their money to buy our stuff?

Simple Enough, Make sure that if a Script require something,
At Startup, check whether the required stuff is already there. If it's not, MAKE IT!

For an example, let say that Object A needed to ref from ObjectB, with Component C inside it.
https://gist.github.com/Zenneth23/6789750

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