![]() ![]() (of course one could argue why not suggest starting above C# then. And now, Bride and Groom, May the grace of Christ attend you, the love of God surround you and the Holy Spirit keep you. May they always be aware of your presence and your care in their lives. Surround their relationship and their home with an ever-growing love. (a thing I see in my professional work all the time with my team members)īut you know that's all personal preference. God of love, bless the marriage of Bride and Groom. Resulting in a magic black box that I only prod/poke until it works. It will definitely get me on my way in getting something working in my game potentially faster, but at the cost of potentially not knowing what it is I'm actually doing. should I learn serialization specific to Unity or specific to programming in general? If I learn it specific to Unity I may find myself thinking this is the only way it works, or I might confuse the serialization of my scenes with the serialization of my save files. They start with a broad introduction and than narrow in as you learn, usually leaving the real-world specific usage towards the ladder parts of the lesson. Similar to how you usually learn things in books and class anyways. Rather than a specific example only followed by a broadened view if I go looking for it and that's only if I knew that there was a broader perspective in the first place. I like a broad introduction followed by a specific example. You of course argue that if you don't find results, then broaden to C# in general. Because they don't realize it's a C# thing. I often catch people (OP even did it) confusing things about the C# language as if it's a "unity thing" and can't find any results. If you don't find helpful Unity-specific examples/explanations then yes, absolutely go check out general C# but I recommend starting with Unity and branching off from there.Ĭlick to expand.But also often limits the perspective of what's going on development wise. And so on.Īnd it's not likely that someone who needs to know what those things are will know whether it's best to search for a Unity-specific explanation or not.Īnd just in general, having examples that are more relevant to the environment you're actually working in will make those examples much easier to process and understand. Constructors are also treated differently in Unity than in other C# scenarios. Also, non-Unity discussions of null comparisons might make someone more confused about how "!= null" means to check if an object has been destroyed, thanks to Unity's overridden null comparison. The Officiant reads as the veil sponsors (usually a male and female from each side of the family) first place a white veil over the shoulders of the couple. The cord represents the ties that bind the couple together. The veil symbolizes living under Gods protection. IEnumerators/coroutines come to mind, for example. Description: The Cord and Veil ceremony is rooted in the Filipino tradition. There are certain things which if searched this way would produce search results that are not only unhelpful, but may even make it harder to grasp the concept as far as it's relevant to Unity. ![]()
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