Join devRant
Do all the things like
++ or -- rants, post your own rants, comment on others' rants and build your customized dev avatar
Sign Up
Pipeless API
From the creators of devRant, Pipeless lets you power real-time personalized recommendations and activity feeds using a simple API
Learn More
Search - "zenject"
-
!Rant
So . . . for the first time ever I feel like I'm a part of something I genuinely care about. I'm a Unity3D VR developer, albeit for a small company, which has me in and out of VR constantly most days as I test things. Pretty cool right?
Well here's the thing. For me . . . what I do is trivial in meaning. I love what I do, don't get me wrong, but what's so good about what I do, is that I am a valued team member. My opinion is heard, I am given freedom to innovate, and most importantly I am allowed to create!
So what did I do today? I started building a UI framework for Unity3D, the beginning of which dynamically binds zenject signals to UI elements, like a button's onClick for example. If anyone here has worked with Unity3D you probably can attest to the festering heap of dogs vomit that is Unity UI....2 -
Any Unity3D devs out there?
My thoughts: Unity3D is an amazing game engine. It lets you really quickly go from concept to implementation and allows you to prototype very quickly. My concern is that I find it incredibly hard to write good code using it. It's very difficult to write in a test driven way, especially if you put any logic in a MonoBehaviour. It is possible to work around this by using Zenject or another DI framework. You could even use entitas which is an entity component system. But these all have their downsides too. Zenject I find to be quite boilerplatey and not that easy to test either. I also find it really frustrating to be using a really old very of C# (maybe C#4 equivalent but I think it's customised in some way for the engine).
Anyone else struggle to enjoy writing code for Unity3D games?18