Monthly Archives: April 2011
Delegates, events, lambdas and all things callbacky! (Part 2)
Part two of my delegatey thing begins with lambdas, as promised. Lambdas are basically a shorter form of anonymous functions than the delegate keyword version. A few quick examples: The first one takes one parameter and calls Debug.Log on it. … Continue reading
Delegates, events, lambdas and all things callbacky! (Part 1)
Callbacks… are awesome. Really awesome. You just won’t believe how vastly hugely mindboggingly awesome they are… Ahem. Anyway, I get asked a lot how to do callbacks, or how to do things which scream callbacks to me, so today I’m … Continue reading
Sane Data Encapsulation
So, you start up your brand new copy of Unity, and start tapping away, and MAGIC! Public variables show up in the editor. Fast forward a few months, or even years, and you’re probably still using public variables everywhere, or … Continue reading
Extension Methods
My first real post is going to be about extension methods. While they’re fairly normal to see in the .NET development world, I tend not to see them much when it comes to Unity, so here’s my quick primer on … Continue reading
Mu.
Welcome to my new blog. I’m Mike, and I’m a professional Unity3D developer. In the upcoming posts I’ll be expressing the interesting (and insane!) things that spring to mind about computer game development. My first tidbit of the day: Mu. … Continue reading