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@CodeRed_dev what really REALLY hurts me is when they use FindGameObjectOfType in the update function...
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@CodeRed_dev oh hey i went to school with this guy, he's great. what do you think of his videos?
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@CodeRed_dev Networking ones are legit the worst possible.
"How to make a competitive multiplayer game"
**Proceeds to make everything client sided and show solutions that can RCE other players**
No you DO NOT DO THAT!
People want to make things, fast solutions sell, people will watch em.
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@CodeRed_dev It's true though, This.Code.Sucks(); is a really bad implementation.
this.code.Suck(); I would kind of more understand...
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@CodeRed_dev My favorite line is
"...Now there's actually a better way to do this, but just for the sake of the tutorial, I'm doing it this way instead."
SHOW PEOPLE THE PROPER WAY THEN??
I'm convinced people that say this don't actually know "a better way" but are too afraid to admit it.
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@CodeRed_dev Because for some reason people were ok with getting the bare minimum info as long as the code in the tutorial worked.
People used to learn from books, research papers and reverse engineering. Now it's just copying the code without understanding what it does
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@CodeRed_dev At first i thought Unity had great resources but the more i get into it the more it's just
>Very basic problem
- use this library to solve it without thinking
- answers to questions you didn't ask at all
- straight up wrong advice
It's rare to find a straight good answer
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@CodeRed_dev Realized this yesterday when I had to remake my pause screen because the tutorial I watched said the best way to pause the game was to set the time scale to 0
In Godot
Which has a built in method for pausing
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@CodeRed_dev Thanks for the plug! I hope you liked the video :)
I wanted to address this exact problem because I've made wayyy too many mistakes with update in my time as a gamedev.
For those who are interested, here's the full vid:
youtu.be/ADfu4hjo_cI

YouTube
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@CodeRed_dev The main issue with tutorials in my opinion is that they don't actually teach, they show.
You're not going to learn how to make a game if you don't learn how to think. You need algorithm and the syntax, and with that plus patience and ACTUALLY pushing through, you WILL learn.
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@CodeRed_dev A lot of devs should realize that whatever they're trying to code can very often be done without touching Update() at all.
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@CodeRed_dev Problem is that game development is so complex, nobody has a great solution to every single issue. You're bound to duct tape together a bunch of half-assed solutions just to get the thing to run.
It's hard to give a good tutorial on every asset of something with so many parts.
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@CodeRed_dev I agree but those are obvious ones. There are ones that claim "this is the way to structure your project" that suggest over-engineered OOP or "design patterns" solutions, which are also bad. They go unnoticed because most people think those are the proper way to write programs.
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@CodeRed_dev They were 100% necessary when I just started, but after you get around the basics, they become significantly less useful. They're nice as refreshers or intros. For youtube content, its more interesting to find long form in depth series that explore specific dev concepts.
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@CodeRed_dev Yeah sadly that's true. I am embarrassed when looking at some of my early tutorials 😅
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@CodeRed_dev What if it’s an update that’s in a component that only exists once at any given time though. Scale matters, things aren’t just plain good or bad
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@CodeRed_dev "How to make a Timer ?
Get Delta Time from Tick and Divide by 2 + Modulo 2"
"How to make a FPS Multiplayer ?
Code everything client side"
"How to get Player Controller ?
In Tick Get + Cast"
Bro wtf 💀💀💀💀💀
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@CodeRed_dev Yea but they are beginner they will fix those mistake with time as long as they learn from them, we all start somewhere
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@CodeRed_dev I don't know how Blender tutorials are today but there used to only be beginner tutorials and then you just got stuck there, and half of the things you learned where good for beginners but just plain wrong for for advanced users.
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@CodeRed_dev Just in case the component spontaneously changes between frames
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@CodeRed_dev i rarely do, if i am feeling lazy and it's under a condition and have to grab component from another object, though very rare because it oftentimes have better alternatives
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@CodeRed_dev people start making tuts when they've been into it for like a month
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@CodeRed_dev I guess it's due to the complexity of game development, there is not a big audience for things hard to understand.
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@CodeRed_dev Preferably for a gameObject referenced through GameObject.Find with a string query 😂 painful stuff
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@CodeRed_dev Learning from video tutorials is sadly a beginner's trap, you're much better off just reading the documentations or researching how other games handle whatever you're trying to create.
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@CodeRed_dev Not in mine. I explicitly tell the audience what should be avoided
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@CodeRed_dev I think that's part of the reason why tutorial hell is so hard to get out of
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@CodeRed_dev It's fine, the point is to learn, beginners shouldn't start with optimizing,
But pros shouldn't rely blindlessly on tutorials.
They should be used as solutions on how to build specific things.
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@CodeRed_dev I'm a mediocre dev and I could tell you right away what a bad idea that is if your game is bigger than one script
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@CodeRed_dev Self-education is the most powerful weapon instead of being in tutorial hell all the damn time. ngl some tutorials are good for base understandings but most of the juicy stuff comes from your own knowledge.
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