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rmc-mini-mvcs's Introduction

Hello : )

I live and breathe gaming and education!

With over 20 years of experience making great games, I not only follow the latest innovations โ€“ I define them.

My passion is to develop Web3 for Unity and to offer education through online Unity courses and live classes.

Mission

  • To educate and entertain with interactive technology ( Web3 / Unity / Games / AR / VR )
  • To champion best practices, coding standards, and education

Roles

  • Unity Game Dev
  • Unity Game Dev Instructor

Available!

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rmc-mini-mvcs's People

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kreguieg avatar samuelasherrivello avatar

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rmc-mini-mvcs's Issues

Samples causing errors on newer Editors

Hey @SamuelAsherRivello,
very much enjoying the course! ๐Ÿ˜

Loading the sample causes errors on newer editor versions, since the input system is not coming with them automatically.

So inspired by your UPMValidator script in the shared samples I came to the conclusion that some editor code can help to load the package 'com.unity.inputsystem' earlier automagically which could help people who just want to check out the package and samples on newer editor versions and get errors as a result. I will create a Pull Request from my fork. PLEASE let me know what you think about my code and the idea since I'm not a veteran like you yet and want to improve my Editor-code skills.

Locator

Adding multiple models to the locator is not feasible within the current framework. This limitation arises from the fact that the function evaluates the base type rather than the runtime type of the object. To address this issue, I have implemented a resolution in my forked repository of the project: https://github.com/Dyronix/rmc-mini-mvcs

Auto-loading of the input system behaved falsely, due to a stuck EditorPrefs variable

As described by @SamuelAsherRivello here: #5 (comment) the auto-loading of the input system behaved falsely due to a stuck EditorPrefs variable.

I used a Editor feature that behaves like PlayerPrefs. It is called EditorPrefs and creates data point in the Registry of the users PC.

EditorPrefs.SetBool("PackageInstalled", false);
EditorPrefs.SetBool("PackageInstalled", true);

So if you ever installed it and didn't click the 'Reset PackageInstalled Switch' the PackageInstalled variable in the registry stays true. I think I might be able to provide a fix. By resetting the _PackageInstalled Variable if it exists to false everytime it checks and only set it to true if it is present already.

if (EditorPrefs.HasKey("PackageInstalled"))
    EditorPrefs.SetBool("PackageInstalled", false);

Then we can also get rid of the button. (Where I also made a variable name copy paste mistake. ๐Ÿ˜…)

Originally posted by @KReguieg in #5 (comment)

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