Auth in C++&Unity 🚨 Learn more → https://goo.gle/3TCMovm Our Authentication SDKs for C++ and Unity now have a method to send a verification message to the *existing* email address of an account *before* updating it to a new email address.
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Mono, being the default option, offers flexibility and quick development, as it uses a dynamic runtime environment and supports C# scripting directly. IL2CPP, on the other hand, translates your C# code into C++ for better performance and wider device compatibility, making it suitable for larger projects or targeting multiple platforms. #unity #unity3d #unitydeveloper #unitydevelopment #unityengine #unitygames #unityincommunity
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This was the most C# I needed to write for this study to work as intended but that's precisely why it's one of my favorite studies. Creating something more customized instead of relying on Unity's systems is exactly what I'm going for :) https://lnkd.in/egUB_e4Z #unitydeveloper #learntocode #softwareengineer #madewithunity #gamedevelopment
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Unity Developer; Game Developer; Software Developer; Unity Developer | C# Software Engineer | Game Designer
Hello Developers! Today I would love to share with you a tutorial I wrote all about Scripting Actions! In this tutorial we will be going over the different types of input! Unity's new Input System caters to all the same input checks as the legacy system and in this tutorial, I will show you the beginning of how to check for them! #unity #gameDevelopment #gameDesign #inputs #gameDevHQ
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UI enthusiast with talents in programming and graphics. I'm expanding my knowledge with Unreal and C++. I'm currently authoring a book as I find my place in the gaming industry.
Happy Monday! I spent my weekend writing. I did a extensive series on C++ (See earlier post) and more on my new book. For those keeping track, I've completed 15% now or the other half of you guys, I still have 85% to complete. :D This article is one of the seemingly complex game mechanic, but when you break it down, it's not that difficult. I've included some sample C# coding to help you add this to your game. #unity3d #unitydevelopment #csharp
Beginning Game Development
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This Unity tutorial underscores the significance of comments in enhancing code comprehension and readability. It delineates between single-line (//) and multi-line (/* */) comments in C#, showcasing their application in scripts to elucidate variable roles and method functionalities. Additionally, it advocates for using comments in Unity's GameObjects for documentation purposes. Furthermore, the tutorial introduces pseudocode as a human-friendly representation of program structure pre-coding. It offers examples of pseudocode outlining a simple program to add numbers, showcasing both blocked-off multiline comments and line-by-line comments resembling code structure. Moreover, it details the transition from pseudocode to actual code, exemplifying the creation of a basic Unity script in C# for adding numbers. It covers variable setups, initialization, arithmetic operations, and output using Debug.Log(). Lastly, it advises on removing unnecessary comments post-validation, unless they serve as vital notes for collaboration, resulting in a clean, comment-free script suitable for production-ready code.
Getting started with C# and Unity/ Comments and Pseudocode
link.medium.com
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The latest article about my enduring quest to learn Unity and C#.
GetComponent: Script communication in Unity
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