David, on using MonoDevelop David, on getting to edit and debug in Visual Studio.

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Presentation transcript:

David, on using MonoDevelop David, on getting to edit and debug in Visual Studio

Scripts for building app packages start msbuild /p:Configuration=Release /p:Platform="ARM" choice /t 5 /c yn /d y start msbuild /p:Configuration=Release /p:Platform="x86"

Tip #3 – Talking between Unity and the Windows Runtime Unity3D side C# public delegate void Win8ShowPopupFunc(string title, string desc, System.Action onDismiss); public delegate void Win8ShowYesNoPopupFunc(string title, string desc, System.Action onDismiss); public static Win8ShowPopupFunc _ShowPopup = null; public static Win8ShowYesNoPopupFunc _ShowPopup = null; Windows 8 side C# RRGMetroBridge._ShowPopup = ShowGenericPopup; RRGMetroBridge._ShowYesNoPopup = ShowYesNoPopup;

Tip #4 – Component caching BAD public class example: MonoBehavior { void Update() { transform.Translate(0, 0, 5); }

Tip #4 – Component Caching TERRIBLE public class example: MonoBehavior { void Update(){ for (int i = 0; I < 1000; ++i) { myTransform.Translate(0, 0, transform.position.z f); }

Tip #4 – Component Caching GOOD public class example: MonoBehavior (Transform transform) { private Transform myTransform; void Awake(){ myTransform = transform; } void Update(){ myTransform.Translate(0, 0, 5); }

Tip #5 – GameObject pooling Instead of destroying GameObjects: gameObject.SetActive(false); MyPoolManager.AddToFreePool(gameObject); Instead of instantiating: GameObject = MyPoolManager.GetFreeObject(); SetupObjectDefaults(gameObject); gameObject.SetActive(true);