►
Description
We will be talking about what .NET provides for game developers. We will go through some news from the community, as well as Visual Studio tools for Unity. We would also love to take your questions about game development with .NET.
Community Links: https://www.theurlist.com/gamedev-dotnet-standup-2020-10-29
Featuring: Abdullah Hamed (@indiesaudi), John Miller (@jmillerdev)
#indiedev #unity #stride #waveengine #monogame
A
A
A
B
Yeah
sure
I'm
john
I'm
a
program
manager
on
the
visual
studio
for
mac
team,
but
I'm
also
the
pm
of
the
visual
studio
tools
for
unity.
So
I'm
excited
see
some
people
already
in
the
chat.
So
that's
good
welcome
and
be
talking
a
little
bit
about
unity
and
showing
kind
of
an
overview
of
how
to
get
started
if
you're
familiar
with
dotnet.
So
if
you're
interested
in
that
look
forward
to
showing
it
to
you.
A
Cool
so
yeah,
so
let's
so
what
is
on
today's
agenda
is
going
to
be
an
overview
of
of
gamedevelopment.net.
I
know
that
probably
some
of
you
are
not
familiar
with.
B
A
So
today
I'm
going
to
talk
a
little
bit
about
just
an
overview
of
game
dev
of
game
development
in
general
and
then
talk
a
little
bit
about
game
engines
and
some
of
the
live
services
that
you
can
use
with
net.
A
So
with
game
development.
Usually
you
start
with
game
design
and
when
you're
designing
a
game,
you
can
use
really
anything
that
you
have.
You
can
use
a
design
document.
You
can
have
diagrams
excel
sheet
papers
cards
whatever
you
need
to
really
design
the
game
and
then,
after
that,
you
also
need
to
design
assets
and
create
assets,
audio
visual
videos.
Any
of
that,
and
for
that
you
can
use
photoshop,
3d
max
blender,
any
modeling
tool
that
you
that
you
can
use
with
audio.
A
So,
when
you're
programming,
the
interaction
between
these
elements,
you
need
apis
to
handle
graphics,
to
manage
your
hardware
to
do
rendering
animation
etc.
Right.
You
also
need
apis
to
manage
your
audio
and
video
hardware.
Media
players
codecs.
All
of
these
things.
You
need
to
be
provided
by
the
platform
that
you're
using,
but
also
you
need
to
take
player
input
and
give
feedback
back
to
the
player.
A
You
need
to
manage
different
controllers,
keyboards
mice,
button
mapping
and
all
of
that
right,
rumble
packs,
even
for
controllers
and
those
are
provided
all
together
in
something
that
we
call
a
game
engine.
So
some
developers
came
together
and
decided
that
to
bundle
all
of
those
apis
together
and
create
what
is
called
the
game
engine.
A
So
how
do
you?
How
can
you
think
about
a
game
engine?
A
game
engine
is
kind
of
like
an
ide
for
game
development,
so
it's
the
center
of
your
whole
world.
Really
it
has
api
abstractions
for
graphics,
audio
video
and
input
and
feedback,
and
so
much
more
there's
also
tools.
Some
game
engines
have
some
tools
for
artisan
designers
to
modify
audio
or
modify
timelines
video
and
even
create
textures
3d
modeling.
A
It
really
depends
on
the
game
engine
also
with
the
game
engine
most
game
engines
provide
you
the
ability
to
build
your
your
executable
at
the
end
for
different
platforms,
and
it
also
includes
profiling
tools
and
and
up
debugging,
sometimes
in
different
kind
of
tools.
I
like
to
think
about
it
as
this.
A
It
is
the
center
of
your
the
whole
universe,
and
it
provides
you
with
all
of
these
different
tools
when
you're
designing
your
game
and
building
it,
including
coding,
which
then
we're
you
know,
you
can
use
any
of
your
my
favorite
ide,
hopefully
visual
studio,
let's
see
yeah.
So
what
does
dotnet
uniquely
provide
for
game
developers?
A
It's
the
same
things
that
makes.net
great
it
has
all
the
apis
that
you
need
to
create
to
create
your
game
as
well
as
provide
managed
languages
like
c-sharp,
and
it
gives
you
the
ability
to
build
your
game
for
multi-platforms.
For
example,
if
you
didn't
know
this
already,
net
is
able
to
run
on
xbox
windows,
mac,
ios,
android
playstation,
the
switch,
your
microwave,
probably
not
your
microwave,
so
yeah,
so
that's
kind
of
what
gun
it
provides
as
well
as
the
community
us
right.
You
viewer
everybody
else.
A
It's
a
good
community
and
a
very
vibrant
community
out
there,
and
you
can
always
find
help
with
any
of
your
game
development
things
with
dotnet.
So
that's
kind
of
what
oh
yeah
so
now.
Here's
an
example
of
like
some
of
the
popular.net
game
engines
out
there
right
now.
These
are
not
exclu.
Those
are
not
the
only
ones.
I
keep
learning
about
new
ones
every
day.
Really
people
are
tweeting
at
me
every
day
with
some
new
engines
out
there.
A
So
the
first
type
is
the
c
plus
plus
game
engine
with
embedded.net
runtimes
in
it,
for
example,
unities
like
that
is
a
c
plus
engine
with
embedded.net
runtime
godot
game
engine,
which
is
a
really
cool,
open
source
game
engine.
It's
on
github
completely.
It's
amazing
and
it
has
a
net
embedded
in
it
and
enables
c-sharp
scripting
cryengine
is
another
proprietary
game
engine
out
there
and
also
enables
you
to
script
using
c-sharp,
but
then
there's
other
game
engines
that
are
purely
done
at.
A
For
example,
monogame
mono
game
is
more
like
a
framework
very
lean,
mostly
just
the
apis,
without
the
visual
elements
and
tools
and
and
if
you're,
comfortable
with
with
net
in
general
and
that
ecosystem
it
it's
a
really
good
place
to
start
stride.
A
Game
engine
is
also
another
engine
that
was
developed
by
silicon
studios
and
we
used
to
be
called
zenko
and
before
that
it
had
a
different
name
too
forgot
what
it
was,
and
now
it's
called
stride
and
it's
open
source
completely
and
it's
it
uses.net
purely
wave
engine
is
another
game
engine
out
there.
That
is
purely.net.
A
B
Absolutely
real,
quick!
You
got
a
question
here
which
engine
would
you
recommend
for
easy
development?
What
would
you
say.
A
I
will
let's
see
I
mean
a
lot
of
these-
are
really
easy
to
develop,
for
if
you
want
to
get
started
as
quick
as
possible,
I
really
recommend
the
unity
game
engine.
It's
there's
just
a
lot
of
more
content
online
about
it.
John
is
going
to
give
a
demo
how
to
use
it
pretty
soon.
So
you
can
follow
him.
Also.
We
have
a
quick
start
tutorial
on
the.net
website,
where
you
can
create
a
spinning
cube
in
10
minutes
so
yeah.
So
I
suggest
unity.
A
It's
just
a
lot
more
content
up
out
there
to
help
you
get
started
cool
thanks,
yeah,
but
you
know
with
unity,
there's
licenses.
So
if
you
want
to
use
it
for
commercial
uses,
you
know
there
are
different
licenses
for
it
that
you
need
to
check,
but
it
is
free
to
use
for
educational
or
personal
use,
so
yeah,
so
with.net.
Also
it's
not
just
about
the
game
engines.
A
You
can
also
use
it
with
live
gaming
services,
for
example,
there
are
managed
game
services
where
you
can
create
multiplayer
services
in
the
back
end
analytics
and
live
ops.
Microsoft,
azure
playfab
is
an
example
of
that
and
you
can
just
use
it
right
away.
They
have
an
sdk
for
unity
and
other
game
engines
over
there.
You
can
also
build
your
own
game
services
if
you
really
want
to
build
it
from
scratch,
using
microsoft,
azure
or
any
other
cloud
really
net
runs
on
most
clouds
out
there
and
for
your
devop
needs.
A
Github
is
also
compatible
with
net
and
when
you're
creating
a
repository,
for
example,
on
github,
you
can
choose
to
have
the
git
ignore
file
to
to
have
a
unity.net
ignore
file,
so
that's
kind
of
cool,
let's
see
and
yeah,
and
that's
it
for
me
right
now.
A
That's
not
not
right
now,
but
that's
it
for
this
presentation.
Should
I
talk
about.
A
I
guess
yeah
yeah,
that's
I'm
gonna
hand
it
over
to
you
to
show
people
kind
of
what
is
a
game
engine
and
what
it
looks
like,
and
how
do
you
use
it?
Unity
is
one
of
the
most
popular
ones
out
there.
So
take
it
from
here,
john.
B
Yeah,
go
ahead,
show
my
screen
and
then
I'll
I'll
kind
of
walk
through
a
couple
slides
here
and
then
we'll
get
into
it.
B
Very
good,
okay,
so
is
my
screen
live
yep
great?
I
can't
see
you
anymore
or
what's
being
shared,
so
let
me
know
if
something
gets
mixed
up
here:
okay,
so
I'll
do
a
quick
introduction
about
unity.
In
case
you
haven't
heard
of
it
or
you're
not
familiar
with
it.
So
I
kind
of
grabbed
this
from
unity's
website,
and
this
is
kind
of
how
what
I
see
as
unity,
kind
of
describes
itself.
It's
a
real-time
3d
development
platform.
B
It
lets
a
bunch
of
different
people,
artists,
designers
developers,
all
work
together
and
create
pretty
much
anything,
I'm
kind
of
encapsulated
here
as
immersive
and
interactive
experiences.
I
think
my
familiarity
with
it
comes
as
a
game
engine,
but
it's
really
evolved
into
a
lot
more
than
just
for
games,
although
that
is
my
personal
passion.
So
that's
mostly
the
kind
of
mindset
that
I'll
be
talking
about
it
now,
but
you
can
check
out
their
website.
B
You
can
see
all
the
different
applications
across
like
automotive
and
construction
and
there's
all
sorts
of
cool
stuff
that
unity
is
doing.
So
that's
a
little
bit
in
a
nutshell
of
what
unity
kind
of
describes
it
itself.
It's
kind
of
a
3d
tool.
You
can
also
make
2d
things,
of
course,
for
building
pretty
much
anything.
B
So
here's
a
cool
fact
or
maybe
an
anecdote,
I'm
not
sure,
but
from
unity.
More
than
half
of
all
games
across
all
platforms
are
made
with
unity.
So
if
you've
played
any
games
recently,
there's
a
good
chance
that
it
was
made
with
unity.
B
I
have
a
couple
examples
of
some
that
I've
played
a
little
bit
later,
but
there's
there's
just
tons
of
games
out
there
with
made
uni.
It's
really
cool
to
see
what
people
are
creating
pretty
much
every
day,
yeah.
So
many
this
the
market
is
just
flooded
with
games.
It's
it's
pretty
awesome.
It's
a
good
time
to
be
a
game
developer.
A
B
I
found
something
that
said
yeah
I
think
it's
it's
definitely
more
than
half.
It
depends
which
platform
I
saw
something
that
stated
you
know
60
to
70
percent
of
mobile
games,
depending
on
the
platform
were
made
with
unity,
so
yeah,
very
successful
lots
of
developers.
Choosing
it
one
of
the
cool
things
about
unity.
Is
you
can
build
once
and
deploy
anywhere,
so
they
have
support
for
over
20
platforms.
B
So,
of
course
you
get
support
for
things
like
mac,
os
and
windows
and
linux.
Your
desktop
platforms,
but
you
also
can
do
things
like
the
switch
and
playstation
and
xbox,
and
you
know,
there's
15
other
platforms
and
stadia
is
supported
and
all
sorts
of
vr
and
ar
platforms
and
some
that
I've
never
even
tried
so
yeah.
If
you're
looking
to
you,
know
maximize
code,
reuse
and
target
different
platforms,
unity
is
a
good
solution
for
that.
B
A
couple
screenshots
from
games
that
I've
played
recently
and
one
that
I
haven't
so
that
on
the
upper
left
here
is
fall
guys,
which
I
know
is.
Maybe
people
have
heard
of
it's
been
pretty
popular
lately
yeah,
so
I've
been
playing
that
a
little
bit.
That's
made
with
unity
on
the
upper
right
is
disco
elysium,
which
got
a
ton
of
awards
very
cool
game
and
on
the
bottom
left
is
hearthstone.
It's
been
out
for
many
years
by
blizzard,
aaa
studio
there
and
that's
made
with
unity
and
then
on.
B
The
bottom
right
is
escape
from
tarkov,
which
I
actually
haven't
played
yet,
but
some
of
my
friends
really
enjoy
that.
So
maybe
I'll
check
that
out,
but
that's
also
made
with
unity,
so
lots
of
cool
games
that
are
popular
and
maybe
you've
tried
them
all
made
with
unity.
B
I'm
going
to
highlight
some
of
that
as
I
as
much
as
I
can
remember
right
now
and
I'll
kind
of
walk
you
through
some
of
the
things
that
are
a
little
different
about
working
with
unity
that
you
might
not
be
familiar
with
if
you're
used
to
working
with
asp.net
or
working
with
maybe
xamarin
with
mobile
apps
or
some
other
net
technology,
making
apps
like
wpf
or
something
things
are
going
to
be
a
little
different.
B
But
I
think
you'll
be
comfortable
enough,
so
let's
talk
a
little
bit
about
what
dot
net
in
unity
means.
First
of
all,
you
write
scripts.
Basically
you're
coding
in
c-sharp.
B
There
is
a
the
scripting
back-end
is
powered
by
mono
and
or
il
to
cpp,
which
is
a
different
scripting
backend.
It
basically
converts
your
io
language
into
c
plus
plus
for
performance.
Where
you
know
in
games.
Performance
is
very
important.
B
There's
also
some
managed
code
stripping.
So
if
your
dlls
and
things
can
be
scanned
and
remove
code
that
you're
not
using,
which
can
be
great
for
reducing
you
know
your
binary
size,
especially
on
mobile
platforms,
but
you
know
also
has
some
considerations
you
have
to
think
about,
especially
if
using
things
like
reflection
make
sure
the
code
that
you
want
doesn't
get
removed.
B
This
is
the
garbage
collector,
that's
used
and
you
have
access
to
net
system.
Libraries.
Unity
recommends
that
you
stick
with
the
net
standard
2.0
profile,
which
is
kind
of
a
setting.
You
have
in
unity.
You
can
target
the
4.0
or
4.x,
which
I
think
is
like
4.7
compatible
to
get
all
those
libraries,
but
they
recommend.net
standards.
You
can
think
about
working
in
the
net
standard
kind
of
library
set
and
what
apis
are
available
to
you,
and
while
unity
does
do
a
good
job
of
trying
to
provide
support
across
all
platforms
for
all
the
system.
B
Apis,
there's,
like
I
said,
there's
20
some
platforms.
So
not
everything
in
all
the
system.
Libraries,
you
know
is
it
works
across
all
the
platforms.
So
that's
something
you
have
to
double
check,
depending
on
what
you're
targeting
you
can
use.
Third
party.net
libraries
like
you
might
be
used
to
in
other.net
projects,
but
there's
a
I
put
an
asterisk
next
to
these
because
there's
some
caveats
to
think
about
when
you're
working
with
unity.
B
So
you
have
to
consider
that
when
you're
trying
to
import
things
like
that
and
there's
some
unique
conventions
and
practices
when
you're
working
with
unity,
some
different
kind
of
idioms,
the
way
you
program
things
and
like
this
whole
concept
of
scripting,
instead
of
maybe
what
you're
used
to
in
other
projects,
which
I'll
demonstrate
in
a
little
bit
also
there's
some
other
little
like
little
things
like
property
names
are
not
capitalized
and
there's
some
different
conventions
on
the
apis
that
are
not
necessarily
you're
used
to
and
working
in,
other.net
projects
and
those
are
kind
of
choices
made
by
unity.
B
So
I'm
gonna
show
I'm
just
gonna,
give
a
tour
of
the
unity,
editor
and
kind
of
how
it
integrates
with
with
visual
studio
and
kind
of
what
you
can
expect
on
how
you
get
started.
But
I
wanted
to
just
go
over
a
couple
terminology
things.
First,
as
I
start
to
talk
I'll,
probably
start
saying
some
things,
and
you
might
wonder
what
the
heck
I'm
talking
about.
B
So
here's
one
game
object.
This
is
something
I'll
refer
to
in
unity
and
you'll,
see
in
a
moment
exactly
what
I
mean,
but
you
can
think
of
it
as
a
collection
of
transforms
and
other
components
which
is
going
to
raise
a
couple
questions
which,
let
me
go
to
the
next
thing
here.
There
we
go
transform
is
it's
a
component
and
it
defines
the
position,
rotation
and
scale
of
a
game
object.
So
you
have
game
objects
in
your.
B
You
know
these
things
in
your
game
and
you
need
to
have
define
you
know
where
they
are
and
what
the
what
size
they
are
so
transform
is,
is
a
way
to
do
that
and
every
game
object
is
going
to
have
that
and
then
there's
components,
and
these
are
the
functional
pieces
of
game
objects.
B
So
when
you
are
writing
code
for
your
for
your
game
in
unity,
they're
most
likely
going
to
be
added
as
a
component
to
a
game
object
to
do
something
so
that'll
make
a
little
more
sense
in
a
minute
and
then
mono
behaviors
is
another
term
I'll,
be
throwing
around
and
you'll
see
that's
a
base
class
for
every
c
sharp
script
and
it
provides
some
useful
functions
that
are
kind
of
message.
Calls
for
behavior
like
like.
B
Here's
a
screenshot
of
what
a
new
monobehavior
looks
like
in
unity,
so
this
is
like,
if
you
do
a
file
new
c-sharp
script
in
unity.
This
is
what
gets
created
and
I
named
it
player
movement
just
to
give
a
little
bit
of
context
here,
but
there's
something
to
consider
this
little
different
if
you're
net
developer
this.
This
might
start
looking
strange
because
these
methods,
like
start
and
update
that
are
given
to
you
by
default.
B
I
have
that
they're
magic
methods
here,
because
if
you
look,
you
can
see
there,
maybe
that
code
lens
says:
there's
zero
references
so
like
nothing's
calling
these
methods,
but
indeed
unity,
will
call
these
methods.
If
I
put
some
code
in
here
and
unity
has
basically
kind
of
a
little
special
way
of
scanning
all
the
mono
behaviors
in
your
project
and
seeing
if
these
methods
are
defined
exactly
this
way
if
their
names
start
and
update.
B
So
there's
kind
of
a
naming
convention
here
and
if
they
are
they're
added
to
a
list
and
then
it
calls
these
methods.
You
know
whenever
they're
supposed
to
be
called
in
the
kind
of
execution
order
of
the
project
so
starts
called
at
the
beginning
of
when
something
starts
and
then
update
would
be
called
every
frame
of
the
game.
That's
kind
of
the
comments
mentioned
there,
so
these
are
some
things
that
you'll
learn
with
unity.
There's
a
bunch
of
these
different
things,
kind
of
events,
but
they're
not
implemented
as
typical
c-sharp
events.
B
Yeah,
so
mono
behavior
is
a
little
bit
special
and
that
you
wouldn't
create
this
object
in
code.
Just
by
doing
like
new
mono
behavior
there's
a
there
is
an
api
to
do
that.
If
you
need
to
knew
up
this
object,
but
you'll
see
in
a
moment
we
kind
of
attach
these
to
game
objects
in
the
scene
and
unity
kind
of
handles
that,
for
you
and
all
of
these
are
kind
of
also
backed
by
a
c
plus
object
too.
So
there's
a
little
bit
of
specialness
there.
A
Yeah
I
like
to
think
about
these
magic
methods
as
as
callbacks
unity
is
just
aware
of
them
and
they're
like
it.
The
unity
will
call
these
methods,
depending
on,
like
certain
specific
kind
of
events
that
are
happening
within
the
engine.
B
Yeah,
that's
a
good
way
to
look
at
it.
They
kind
of
are
like
callbacks,
maybe
more
like
kind
of
in
the
you
know,
javascript
world
yeah,
all
right
so
to
get
started.
Oh
no,
I
know
what's
gonna
say
so
one
thing
with
these:
these
modern
behaviors
and
kind
of
these
magic
methods
and
kind
of
these
special
things
you
have
to
consider
as
a
net
developer
on
you
know.
What's
different,
we
have
the
tools
for
unity,
which
is
an
extension,
that's
provided
to
you
for
free
in
visual
studio.
B
When
you
install
visual
studio,
you
can
check
this
box
that
says
game
development
with
unity
and
that
installs
the
visual
studio
tools
for
unity.
That
provides
you
a
couple
things
that
will
help
you
as
a
developer.
One
is
a
debugger,
so
that
way
you
can
debug
and
inspect
and
kind
of
everything
you
might
be
familiar
with
in
net
with
your
unity
projects.
B
Next
is
we'll,
have
intellisense
support
for
these
unity
methods.
So
if
you
take
one
step
back,
we
think
about
that.
That
start
and
update
method
that
I
showed
you
it's
not
called
anywhere.
It's
not
defined
anywhere
in
your
project,
so
intelsense
typically
wouldn't
know
about
that.
So
that
makes
programming
a
little
bit.
You
know
more
annoying
if
telesands
can
can't
help
you,
but
the
tools
for
unity,
kind
of
provide
all
that
for
you
and
will
fill
all
those
things
in
like
if
it
was
just
there.
B
You
know
defining
code
somewhere,
so
there's
lots
of
intellisense
support
for
unity,
methods
and
different
unity,
apis,
I'm
kind
of
built
in
and
there's
also
unity,
specific
analyzers
and
refactoring
options
that
we
have
to
help
catch.
Some
of
the
things
that
you
can't
or
shouldn't
do
in
unity
projects,
one
that
pops
into
my
mind
is
like
null
coalescing.
B
Operators
in
unity
aren't
a
good
idea.
I'm
not
going
to
get
into
specifics
on
that,
but
we
have
documentation
on
that
and
the
if
you
do
that,
if
you
do
these
different
apis
and
you
know
c-sharp
that
you
might
be
used
to
doing-
and
it's
not
necessarily
good
practice
for
a
game
or
for
unity
or
it's
not
supported
visual
studio
will
warn
you
and
say
like
hey,
that's
not
a
good
idea.
Here's
a
quick
fix
on
what
you
should
do
instead,
so
we
have
those
built
in
and
then
there's
some
other
productivity
boost.
B
So
we
have
some
other
menus
and
tools
that
can
they
have
just
give
little
nice
little
things
to
help.
You
like
generate
scripting
methods
a
little
faster
and
things
like
that.
So
share
a
link
at
the
end,
you
can
look
at
the
full
page
of
all
the
stuff
that
the
tools
for
unity
has,
but
this
is
what
it
in
a
nutshell.
This
is
what
it
does
for
you
yeah
okay,
so
we
got
eyeballs
here.
B
Let's,
let's
just
take
a
look
now
and
just
show
you,
I
think
it'll
be
a
little
easier.
So
let
me
jump
out
of
this
and
let's
close
this,
let
me
just
start.
A
So
you
set
these
things
up.
Let
me
just
remind
people
that,
if
you
put
in
questions,
we
we're
noting
them
we're
gonna
answer
them
at
the
end.
B
Okay,
so
first
thing:
if
you're
familiar
with
net
and
used
to
working
in
visual
studio,
you're,
not
going
to
start
with
unity,
project
in
visual
studio
and
go
to
like
file
new
project
and
go
through
the
project
templates.
Instead,
you're
going
to
download
unity
and,
depending
on
you
know,
they
have
a
different
experience
here,
but
basically
it
all
starts
at
the
unity
hub
and
I've
already
kind
of
gone
through
some
projects.
So
this
is
what
my
hub
experience
looks
like.
B
I
have
some
projects
here
that
I've
been
screwing
around
with
the
way
you
start
unity.
Projects
is
through
the
hub
and
you
would
do
new
and
you
can.
These
are
kind
of
your
project
templates.
So
there's
2d
templates
and
you
can
always
choose
any
of
these
and
they'll
all
get
you.
You
know
to
a
point
where
you
could
like.
Let's
say
you
choose
3d
and
you
decide
you
want
to
do
2d,
that's
fine!
You
can
just
change
things
afterwards.
That's
fine!
There's
nothing
unique
there!
B
If
you
choose
universal
render
pipeline,
you
know
that
imports
a
bunch
of
things
to
make
things
looks
nice
for
different
platforms.
You
can
always
add
that
to
a
3d
project
as
well,
so
this
is
just
kind
of
to
get
you
started
so
we're
going
to
do
a
3d
project
here
and
we'll
do
I'll,
just
name
it
like
normal.
Probably
should
not
put
it
there,
though,
so
we'll
just
add
it.
There.
B
So
let
me
go
ahead
and
create
this,
and
so
what
this
is
going
to
do
it
might
take
a
moment,
but
it's
going
to
create
the
unity
project
in
unity
and
it's
not
going
to
generate
any
code
or
solution
files
or
project
files
like
you're
used
to
yet
it's
going
to
import
all
the
assets
that
we
need
and
set
this
up.
So
that
will
that
will
take
one
moment
and.
A
All
right
so
somebody's
asking:
is
there
many
career
opportunities
for
c-sharp
game
developer
developers,
or
would
you
recommend
going
for
a
c
plus
route
yeah?
There
are
a
lot
of
c
c
sharp
game,
opera
game
development,
jobs
out
there-
and
I
mean
unity-
is
almost
half
of
the
game
industry.
So
yeah
there's
a
lot
of
jobs
out
there.
That
would
take
that
would
use
your
c-sharp
programming.
B
A
Let's
see
down
here,
there's
a
lot
of
people
talking
about
web
assembly
and
blazer
I
mean
unity,
supports
exporting
to
webgl
and
and
web
assembly.
So
great,
I
think
they
use
assembly.
A
Let's
see,
please
anyone!
So,
let's
see
any
aaa
games
developed
in
unity.
Yeah
I
mean
if
you
played
or
know
about
ori
the
ori
series
from
moon
studios,
part
of
microsoft,
game,
studio
or
xbox
game
studios
now,
yeah.
That
game
is
made
by
by
unity
with
unity.
I
should
say
I
mentioned.
A
I
mean
it's
becoming.
The
engine
itself
is
more
bigger.
Games
are
being
used,
being
developed
with
unity
just
every
day
or
like
every
year.
We
see
bigger
and
bigger
games
are
being
made
with
unity.
So
that's
cool
yeah.
B
I
think
there's
a
bunch
of
them,
I'm
just
not
not
recalling
off
top
of
my
head
yet.
A
Well,
the
unity
target.net;
five,
that's
up
to
unity,.
B
A
Yes,
one
last
question:
unity
doesn't
support.net
standard
2.1?
Oh,
I
thought
it
was
a
question,
never
mind
all
right.
I
guess
you
can
get
started.
Yeah.
B
I'll
jump
in
yeah,
I
had
a
little
error
there
with
unity
and
I
realized
I
was
starting
with
a
yeah.
I
don't
know
what
all
these
errors
are,
but
I
was
starting
with
a
beta
editor,
so
I
don't
know
if
that
caused
a
problem,
so
I
switched
back
over
to
the
lts
version
of
unity
and
it
seems
to
have
created
my
project,
but
I
don't
know
what
all
these
package
issues
are
so
I'll
deal
with
that
later,
but
for
now
I'm
gonna.
B
Unfortunately,
I
don't
think
that
I
can
scale
this
ui
and
if
I,
if
anyone
knows,
feel
free
to
share
with
me-
because
I
don't
know-
but
I've
tried
before
I
don't
know
how
to
scale
this-
like
entire
ui-
to
make
everything
nice
and
big
for
you
folks
watching.
So
I
apologize
for
that,
but
I
will
try
and
give
you
an
overview
quick.
So
this
is
the
unity
editor.
So
when
you
create
a
new
project
like
you
saw
the
unity
editor
launches,
and
this
is
the
tool
that
you
would
be
working
in.
B
So
quick
look
at
that
on
the
in
the
middle
here
you
see
the
scene
view,
so
this
is
kind
of
like
a
3d
view,
so
I'm
right-clicking
my
mouse
and
I
can
kind
of
move
my
kind
of
view
around
a
little
bit,
and
I
think
if
I
I
can
like
kind
of
move
around
and
see
some
things
in
my
scene
here,
so
you
can
think
of
like
if
you
were
sitting
in
the
audience
kind
of
looking
at
a
stage.
B
You
know
this
is
you're
kind
of
looking
at
the
stage
here
and-
and
here
are
the
objects
that
are
on
the
stage
we
got
it,
there's
a
camera
by
default
and
there's
a
directional
light.
We
also
have
the
game
view,
which
is
pretty
empty
right
now,
just
has
a
sky
box
with
a
horizon
in
it,
so
it's
completely
empty
and
what
you're
seeing
is
the
perspective
of
this
camera?
B
So
I'm
back
in
the
scene,
view
and
click
on
this
camera,
and
you
can
see
it
shows
me
a
preview
now
and
that's
the
game
view.
So
if
I
kind
of
move
this
around,
which
I'm
not
sure
you're
going
to
be
able
to,
if
I
rotate
a
little
bit,
you
can
kind
of
see
now
my
perspective
is
changing
there
and
then
you
get
a
live
update
there.
So
it's
kind
of
a
way
to
interact
with
your
3d
scene.
The
hierarchy
view
is
a
list
of
everything,
that's
in
your
scene.
B
So
this
is,
you
know
these
little
lines
in
this
list
are
game
objects
and
when
you
click
on
them,
you
get
some
details
in
the
inspector
which
is
over
here
on
the
right
hand,
side.
I
think
this
is
kind
of
similar
to
like
the
properties
panel
in
visual
studio,
for
when
you
click
on
a
file
or
project
need
or
some
other
widget
in
your
project,
and
you
can
kind
of
dive
into
what
you
can
change
about
that
object.
That's
what
the
inspector
is.
B
So
you
can
see
we
have
components
on
this
game
object,
so
here's
a
transform
that
I
mentioned
earlier
that
defines
kind
of
position
rotation
scale.
This
game
object
also
has
a
camera
component
on
it.
So
this
is
kind
of
defining.
B
You
know
the
behavior
of
a
camera,
and
you
can
tweak
some
different
things
here
and
what
you
want
to
do,
and
it
also
has
an
audio
listener
on
it.
So
there's
three
components
on
this
game
object
and
then
the
light
is
similar
as
a
transform.
Every
game
object
is
going
to
have
a
transform
to
kind
of
define
where
it's
at
3d
space,
and
this
is
a
light,
so
we've
added
a
light
component
here
by
default,
and
that
gives
us
some
light
in
our
scene.
B
If
I
don't
do
that
light,
then
I
think
well,
I
guess
I
have
to
play,
but
I'll
show
you
what
that
does
then
in
a
minute
yeah.
So
then
down
here
at
the
bottom.
We
have
the
project
view,
and
this
shows
you
kind
of
a
what's
the
word
like
a
file
explorer
of
your
project,
so
you
can
create
folders
in
here.
I
have
one
folder
called
scenes
by
default.
You
can
I'm
right
clicking
in
here.
B
You
can
do
create,
there's
all
sorts
of
different
things,
so
I
can
create
more
folders
I
like
to
create
a
scripts
folder,
and
that's
where
I
would
put
all
my
code.
So
if
I
go
to
create
and
then
new
c
sharp
script,
I'm
creating
this
see
c
sharp
script
here
and
I'm
just
gonna
call
it
roti,
because
we're
going
to
do
something
very
basic.
B
Let's
add
I'm
going
to
kind
of
follow
a
little
bit
of
what
your
tutorial
does
abdullah
on
the.net
site,
so
we
can
create
a
new
3d
object
here,
so
create
a
cube
that
puts
it
in
the
scene
and
you
can
see
it
here.
I
can
kind
of
move
around
a
little
bit
and
I
can
select
it.
B
But
if
I
zoom
out
here,
it's
not
really
where
I
want
it.
My
camera
is
looking
that
way
you
can
see,
it
doesn't
show
it.
So
I'm
going
to
select
it
I'm
going
to
change
its
position,
so
you
have
a
couple
ways
to
do
that.
You
can
use
this
toolbar
at
the
top
up
here,
which
lets
you
go
through
some
different
tools
like
the
hand
tool.
Let
you
kind
of
move
the
scene
view
around
there's
some
hot
keys
here.
You
can
click
them
or
you
can
press
like
the
qwerty
key.
B
B
So
I'm
going
to
move
that
over
there
or
you
can
click
on
the
object
and
go
over
here
to
the
inspector
or
the
yeah,
the
inspector
and
change
these
values
manually.
So
I
could
just
type
in
you
know
0,
0
and
kind
of
reset
this
position.
B
If
I
want
to
rotate
it,
you
can
switch
the
rotate
tool
and
kind
of
drag
these
circles
and
you'll
be
able
to
change
the
rotation
you
can
see
on
the
right
hand,
side
in
the
inspector,
the
rotate
the
x
value
is
changing,
as
I
kind
of
move
that
so
it
all
updates
kind
of
real
time.
As
you
would
expect,
so
I'm
going
to
reset
that
bill
and
we'll
reset
that
okay
cool,
so
there's
our
cube
and
you
can
see
it's
a
game
object.
B
What
makes
it
a
cube.
Is
this
these
two
components
here:
a
cube
mesh
filter,
so
there's
a
mesh
filter
on
there
and
it's
selected
a
cube
and
of
course
I
could
change
it
to
some
other
mesh.
That's
included
with
unity,
so
capsules.
These
are
kind
of
the
default.
Primitive
3d
objects
that
are
included.
If
you
were
making
something
you
might
have
your
own
3d
models
that
you
import
or
purchase
and
or
create,
and
you
can
they'll
show
up
here.
B
B
You
know:
does
it
does
it
cast
shadows
or
not
material
kind
of
defines
if
it's
reflective
or
what
color
it
is
and
different
things
like
that,
and
then
the
collider
is
for
physics,
so
unity
has
its
own
physics
engine
built
in
if
you
want
to
handle
collisions.
So
when
things
collide
together,
when
they
do
something-
and
you
know
how
do
they
behave
so
this
is
a
collider
object
on
there.
So
there's
all
these
components.
B
What
we're
going
to
do
is
write
some
code
for
this
and
just
give
it
some
simple,
functional
behavior
and
the
way
you
do
that
in
unity
is
by
creating
a
c-sharp
script.
So
you
can
right
click
here,
new
c
sharp
script
and
that
creates
a
mono
behavior
by
default,
and
I
named
it
rotate.
B
If
you
click
on,
you
can
see
a
little
preview
here
of
what
the
code
looks
like
and
it's
that
it's
that
snippet
I
shared
with
you
earlier
just
has
start
and
update
methods
by
default.
So
you
can
go
into
the
cube.
What
there's
a
couple
ways
you
can
like
link
this
behavior
to
this
game
object.
You
can
just
click
and
drag
onto
there
and
it
will
add
it.
Maybe,
oh,
I
think
that's
not
working
because
of
these
package
errors.
B
A
A
B
That's
a
good
point
I
was
going
to
mention
that
is,
I
know
as
myself
as
I'll
say
that
I'm
a
dot-net
developer,
you
know
for
what
it
is,
I'm
not
an
artist
and
so
that's
always
been
kind
of
an
intimidating
point
of
like
starting
a
game.
I
was
like
oh
who's.
Gonna,
you
know
make
models
and
who's
gonna
draw
things,
and
all
that
all
that
stuff
that
I
have
no
idea
how
to
do
it.
It's
a
whole
another
job
on
its
own
yeah.
They
have
the
unity
asset
store.
B
We
can
look,
take
a
look
at
that
then,
but
basically
gives
you
a
place
to
buy
anything
whether
it's
3d
models
or
shaders
or
even
code
there's
code
packages
in
there.
I
think
it's
similar
to
what
you
could
think
of
as
like
nougat
packages.
Only
these
things
could
contain
things
other
than
code,
and
you
and
you
kind
of
add
them
through
the
unity
editor.
There
is
something
called
unity
packages
which
is
probably
even
closer
to
nuget
packages
and
that's
kind
of
the
evolution
of
the
asset
store.
B
So
you
might
discover
that
as
you're
kind
of
looking
around,
but
the
asset
store
is
still
there
and
totally
valid
all
right.
So
back
in
this,
let
me
create
a
new
scene
here.
Get
rid
of
this
is
a
little
game
project.
I've
been
working
on,
let's
create
a
cube
again
put
this
back
in
my
scene,
and
I
changed
my
layout
here.
I
see
that
now.
B
So
let
me
change
this
back
yeah.
Let
me
just
reset
this.
Oh,
and
I
see
mr
rex
told
me-
let's
scale
the
u102,
so
let's
just
try
that
quick,
what
they
say
and
preferences
and
ui
scaling.
B
That's
cool:
where
is
that
at
and
it
preferences
ui?
I
don't.
Oh
ui
scaling.
It's
an
option.
Use
default.
A
And
if
you
want
to
like
follow
up
with
follow
the
same
kind
of
tutorial,
that
john
is
kind
of
doing,
we
have
a
quick
start
tutorial
and
I'm
linking
to
it
down
here.
Aka.Ms,
slash
unity,
quickstart
and
you
can
kind
of
create
the
same
thing
and
it.
B
B
Okay,
so
I
see
I
have
to
restart
unity
again,
so
if
the
scale
is
a
problem,
let
me
know
and
I'll
restart,
but
in
the
interest
of
your
time
I
will
not
make
you
watch
the
loading
screen
again,
but
this
I
definitely
can
scale
up
all
right.
So
all
right,
so
that
looks
good.
Let
me
go
back
to
unity
where
I
was
at
was
talking
about
how
to
add
this
component
to
this
object
so
right
now
our
script
is
just
in
our
project.
B
It's
not
doing
anything,
and
it's
not
telling
anything
to
do
anything
so
to
link
this.
I
can
just
take
my
rotate
script,
which
I
created
down
here.
Just
drag
it
and
drop
it
on
the
cube,
and
now
the
cube
has
a
rotate
script
on
the
right.
So
anything
that
I
do
in
this
rotate
script
in
visual
studio
is
going
to
affect
that
cube.
B
B
Should
be
good
right,
okay,
so
what
I
want
to
do
is
just
create
some
behavior
on
this
cube.
I
think
we
can
just
impact
the
transform
here,
so
we
have
intellisense
here
for
these
properties,
so
the
property
of
this
game
object
is
the
transform.
B
Just
do
maybe
I
just
do
this
for
now
and
maybe
define
that
as
a
variable
at
the
top
yeah.
Let's
do
that
and
here's
an
it.
Can
here's
something
interesting
as
a
dot
net
developer.
You
may
not
be
familiar
with
with
unity
projects,
so
unity
has
a
couple
conventions
here
with
with
variables
like
field
level
variables,
there's
some
special
behavior
here
that
interacts
with
the
unity
editor.
So
if
I
make
a
private
field
like
this-
and
let
me
make
sure
that's,
oh,
that
did
work
good.
B
B
B
B
So
if
I
press
play
now
in
the
unity
editor,
that's
going
to
run
my
game
inside
the
editor.
So
it
gives
you
kind
of
this
quick
iterative
experience.
You
don't
have
to
like
do
a
full
build
and
do
a
binary
and
double
click
it
and
everything
you
can
just
press
play
and
you
can
kind
of
see
what's
happening
in
your
scene
right
now,
nothing's
happening.
But
if
I
start
changing
these
inspector
values
over
here
that
I
exposed
with
that
serialized
field
property.
B
We
can
see
that
now
we're
getting
some
behavior
here,
so
I
can
kind
of
do
it
at
run
time
and
see.
Maybe
I
want
to
tweak
this
a
little
bit
and
this
is
kind
of
one
of
the
powerful
things
about
using
unity.
I
think
is
you
get
like
this
kind
of
visual
feedback
loop
on
being
able
to
tweak
things
in
your
games
and
build
things?
B
There's
lots
of
cool
scenarios
where
you
can.
You
know,
write
code,
that
gener
does
things
in
the
inspector.
So
that
way
you
can
tweak
and
edit
inside
unity
editor
rather
than
having
to
write
all
the
code
for
it.
So
this
is
just
a
really
simple
way
to
show
some
behavior
so
yeah,
so
we
can
just
do
that
now.
The
only
catch
here
is
that
by
default,
when
you
you
know,
stop
by
clicking
play
again,
the
values
don't
save.
B
So
that's
that's
something
you
have
to
consider
is
kind
of
as
you
tweak
by
default
unity
doesn't
save
things
at
runtime
like
that.
So
it's
a
good
thing
to
maybe
go
in
and
give
like
some
defaults
on
your
values
or,
if
you
do
them
right
now,
while
the
game
stops
and
then
you
press
play
that's
totally
valid,
then
things
will
save,
but
as
you
tweak,
your
tweaks
are
not
saved
by
default.
B
So
that's
a
little
gotcha
to
think
about,
so
I
might
play
with
this
a
little
bit
and
say
like
okay,
I
really
like
the
way
two
looks
and
stop
the
editor
and
then
I'll
update
this
and
say
like
okay,
two
is
good.
That
looks
good
to
me.
So
yeah,
that's
kind
of
an
overview
of
that
to
the
next
step
you
might
want
to
do
is
maybe
debugging
in
visual
studio.
So
quick,
quick,
look
at
that.
It's
pretty
simple!
B
So,
by
default,
debugging
is
not
enabled
for
performance
to
make
this
experience
super
quick,
but
when
you
want
to
do
debugging
unity
will
prompt
you
and
let
you
know
so.
You
have
this
little
bug
down
here
with
the
blue
check.
Mark
we're
good.
I
don't
know
if
I
have
to
reattach
or
not
see,
I
don't
okay
great,
so
I
press
play
and
because
update's
called
every
frame
the
game's
running
it
called
this
code.
So
here
I
have
kind
of
a
break
point
like
normal.
B
I
can
inspect
this
transform
object
and
see
everything
you
know
related
to
this
unity
object
that
I
would
expect
to
see,
and
you
can
edit
values
or
whatever
you
want
to
do.
You
have
locals
and
autos
everything
that
you
would
be
familiar
with
as
a
net
developer,
so
you
can
debug.
B
You
can
step
if
you
need
to
step
into
continue.
If
I
continue
it's
just
going
to
stay
here
again,
because
it's
called
every
frame.
So
as
soon
as
I
continue
this
code,
it's
called
right
afterwards,
so
I'm
going
to
remove
this
breakpoint
and
just
keep
going
and
then
go
back
to
unity,
and
my
game
is
working
as
before
so
yeah.
That's
really
quick!
Look
at
how
to
use
unity,
kind
of
an
overview
of
the
editor
and
the
integration
with
visual
studio.
B
So
one
thing
I
didn't
highlight
was
so
in
my
talk.
I
showed
like
these
magic
methods
code,
lens
kind
of
calls
out
that
these
are
unity
message,
so
one
thing
you
can
do
is
like
if
I
start
typing
some
of
the
other
unity
messages,
here's
some
special
unity
messages
that
intellisense
knows
about,
and
you
get
some
hints
about
what
they
do
so
on
collision
enters
another
one
and
it's
kind
of
stub
it
out
for
you,
and
so
you
don't
really
have
to
remember
these
special
names
you
can
just
kind
of
like.
B
B
Well,
I'm
on
the
wrong
screen.
There
you
go
it's
going
to
go
ahead
and
search
the
unity
documentation
in
a
browser
for
you
and
kind
of
bring
it
up
and
you
can
kind
of
read
about
it.
You
know
exactly
what
it
is
and
see
some
examples
in
unity
dot.
So
that's
that's
sometimes
helpful
as
you're
learning.
A
B
So
you
can
so
one
of
the
other
productivity
things
I
mentioned
is
we
have
like
abdullah
mentioned.
If
you
right
click
or
just
implement
unity,
messages
down
here
or
you
can
just
do
control
shift
m
and
you
can
scroll
through
here
and
check
boxes
for
whichever
methods
you
want
to
do
or
you
can
search
like
if
I
do
something
with
collisions.
B
A
A
The
update
functions
runs
every
time.
The
engine
renders
a
an
image
right
like
a
frame.
A
B
Yeah
yeah
update's
called
it's
going
to
be
called
every
frame,
so
it's
going
to
be
called
as
as
fast
as
it
can
on.
You
know,
depending
on
what
hardware
it's
running
on
my
computer,
that
might
be
running
at
200,
you
know
frames
per
second
on
a
mobile
device.
It
might
be
you
know
35
or
60
or
whatever
it
depends.
So
you
do
have
to
kind
of
consider
that
and
you
can
kind
of
scale
things
like
if
you're
back
in
here.
B
Maybe
you
want
to
rotate
this
and
scale
it
by
the
time
that's
changed
in
between
frames
to
kind
of
smooth
it
out.
So
that
way,
the
cube
doesn't
spin
faster
on
my
machine
and
slower
on
a
mobile
device,
so
you
can
kind
of
smooth
it
out
in
that
way.
So
there's
this
is
you
know
this
is
a
helper
function,
api
and
unity.
You
can
see
it's
defined
in
the
unity
engine,
so
there's
there's
lots
of
little
helpers
like
that.
B
Of
course,
I
have
all
the
normal
system
stuff
that
I
want
to
do
with
net.
If
I
want
to
use,
you
know,
collections
and
do
lists
or
whatever
other
apis.
You
want
to
do
there
like,
but
there
are
some
caveats
there
like.
If
you
want
to
do
system.drawing
that
would
not
apply
for
unity
projects
for
the
most
part.
B
A
Yeah
also
be
careful
about
creating
new
objects
inside
of
an
update
function,
because
you
will
just
fill
the
memory
with
objects
that
you're
not
going
to
use
so
yeah
yeah.
B
That's
true,
there's
performance
considerations
there
yeah
yeah,
so
yeah,
that's
what
I
had
to
show.
I'm
gonna
stop
sharing
my
screen
for
a
minute,
so
I
can
see
see
what's
going
on
again,
but
that's
what
I
have
to
show.
So
I
hope
that
was
helpful.
One
thing
I
can
say
actually
two
things
if
you're
interested
in
starting
unity-
and
that
was
like
way
too
fast
or
you
have
a
ton
of
questions
abdul
and
I
are
going
to
be
doing
a
presentation
and
dot
net
conf
in
two
weeks.
B
Gonna
do
yes,
we'll
have
a
similar
amount
of
time,
but
it'll
be
focused
solely
on
unity
and
getting
started
and
we'll
do
something
a
little
bit
slower,
but
it'll
be
similar.
So
if
you
have,
if
you
want
to
see
it
again
or
you
want
to
see
something
a
little
bit
different
on
how
to
get
started,
definitely
check
that
out
with
us.
I
think
it's
in
the
11th,
but.
A
B
Yeah
and
then
the
other
thing
is
two:
we
have
that
tutorial.
You
probably
have
a
link
you
can
share.
I
mean
I
am
sharing
it
on
the
screen.
Okay,
great,
so
you
have
the
tutorial
there.
That's
basically
what
I
just
did
check
that
out
and
you
can
always
you
can
always
ping
me
on
twitter
or
something
I'm
happy
to
help
or
answer
questions.
B
A
Well,
thank
you
very
much,
john.
I
really
appreciate
it
that
was
really
cool.
I'm
looking
forward
to
dominic,
I
think
we're
going
to
have
a
good
session
there.
B
A
So
here's
the
list
of
community
stuff
that
I'm
gonna
be
talking
about
now,
I'm
just
gonna
put
a
spotlight
on
some
of
the
things
that
have
been
happening
in.
Let
me
just
change
the
camera
a
bit
in
the
world
of
gamedevelopment.net.
A
If
you
want
to
follow
the
list,
the
list
is
linked
down
there.
So
yeah,
let's
go
through
it
one
by
one
and
talk
about
what's
been
happening
in
the
world
of
donet
game
development.
So
the
first
thing
that
I
want
to
talk
about
is
that
I
launched,
or
we
launched
a
gamedevelopment.net
landing
page
on
the
download
website.
A
Here
you
can
see
the
reasons
why
you
want
to
use
net
for
your
game
development
needs,
and
then
you
can
go
into
game
engines,
and
you
can
see
some
examples
of
some
of
the
game
engines
out
there,
mentioning
monogame,
godot
stride,
wave
engine
fly
right,
ball
and
cryengine
and
whatnot
I'm
gonna
keep
adding
more
and
as
long
as
people
start
creating
more
game
engines,
I'm
gonna
talk
about
them
and
have
them
in
there
go
back
to
game
development.
We
also
talk
about
game
services
that
are
available.
A
There
is
microsoft,
azure,
playfab
and
there's
more
services
here
you
can
even
do
like
create
discord,
discord
like
chat,
bots
and
whatnot
using.net,
which
is
great.
A
Tools
like
visual
studio
and
github
and
in
the
ecosystem,
you
get
to
see
some
like
managed,
graphics,
libraries
that
are
on
on
github
and
open
source.
You
can
use
the
you
can
use
leverage
the
ios
like
an
android
native
systems
using
xamarin,
there's,
an
active
active
community
and
each
of
the
game
engines
also
have
their
own
community
that
they
nurture,
which
is
great
so
yeah.
So
that's
what
we
created
here
also
created
a
learn
portal.
Where
was
it
game
development
learn
portal
yeah.
B
A
We
created
a
landing
page
for
for
learn,
kind
of
for
tutorials
and
different.
Why
is
this
not
loading
up.
A
I
am
not
pick
harder
yeah
well
here,
it's
going
to
be
well
wait
for
it
to
load,
but
here's
a
list
of
a
lot
of
tutorials
for
unity,
godot
monogame
and
different
game
engines
out
there.
So
if
you
want
to
get
started,
there's
video
tutorials
too,
for
beginners
intermediate
and
advanced
users.
It's
filled
with
different
content
for
game
developers.
A
I
created
a
blog
post
that
kind
of
details
all
these
things.
So
if
you
want
to
go,
read
it
at
the
net
blog
also
created
a
blog
post
to
help
game
developers
to
choose
which
game
engine
they
want
to
use
and
kind
of
talked
a
little
bit
about
each
one
of
those.
A
So
if
you
want
to
read
that
that
might
be
helpful
for
you,
if
you're
trying
to
use
an
engine
yeah,
so
that's
kind
of
what
we
did
as
part
of
microsoft
and
net,
but
also
I
want
to
talk
about
what's
happening
with
other
game
engines,
so
monogame
monogame
3.8
got
released
recently
and
that's
it's.
It's
huge!
Really.
They
now
support.net
core
and
let's
see
what
other
things
do
they
support
I'm
trying
to
pull
some
of
my
notes
here.
Yeah.
A
They
support.net
3.1
right
now,
but
they're
planning
it
seems
to
migrate
to
don
i5.
When
that
becomes
available,
they
also
decided
to
distribute
using
nuget
packages
instead
of
a
kind
of
an
installer,
and
that
will
also
install
visual
studio,
2019
templates
for
you
and
that's
great.
A
They
also
created
a
really
good,
getting
started
guide
for
starting
up
on
windows,
mac
or
ubuntu,
for
visual
studio
2019
or
for
visual
studio
for
mac
or,
if
you
just
want
to
use
the
cli,
there
is
a
really
cool,
getting
started
tutorial
that
they
created
over
there,
and
that
is
linked
also
in
the
list
over
here.
A
Godot
engine
also
released
a
new
maintenance
release.
Recently,
let's
see
here,
it
is,
and
yeah
and
and
the
cool
thing
with
that
release
specifically,
is
that
they
introduce
support
for
visual
studio
natively
so
that,
if
you
click
on
a
script
within
the
engine,
it
will
open
up
visual
studio.
It
also
supports
the
new
cs:
proj
style
projects,
the
sdk
style
projects,
project
files
with
dotnet,
so
that's
kind
of
cool.
A
They
also
support
dotnet
standard
2.0
and
greater
so
that's
kind
of
also
nice
and
from
what
I
noticed
too,
with
their
next
release.
Three
point
two
point.
Three
three
point
two
point:
four
they're
upgrading
their
runtime
to
six
point:
twelve
point:
zero
point,
one:
oh
two,
so
yeah
they're
on
the
bleeding
edge
over
there.
B
A
Yeah
godot
is
getting
really
popular
and
I
really
like
it.
They
also
have
monthly
stand-ups,
where
you
can
hear
about.
What's
going
on
with
them,
they
stream
it
on
youtube,
live
it's
pretty
great.
I
love
their
community.
I
did.
A
Within
that
community
also
also,
you
just
really
have
to
wait
for
it.
A
lot
anyways,
that's
a
bad
joke,
so
stride
game
engine
is
another
engine
that
is
great.
It's
been
developed
by
silicon
studios
a
while
back
and
now
it
became
open
source
used
to
be
called
zenko
or
before
zenko.
Actually,
it
used
to
be
called.
I
always
forget
its
name,
paradox,
that's
what
it
used
to
be
called.
A
You
can
get
stride
right
away
strike
four,
is
the
one
that's
open
source
and
is
available
in
preview,
it
supports.net
core
3.1
and
it's
it
has
a
plug-in
for
visual
studio
also,
and
they
kind
of
have
a
launcher
the
same
way
as
unity,
or
you
can
just
look
at
the
code
at
github
right
now
and
go
see
what
they're
doing
it's
really
interesting.
I
tried
to
play
with
it
like
a
couple
of
weeks
ago.
It
was
fun,
it's
the
good
thing
about
it,
royalty
free
you
can
do
with
it.
A
Whatever
you
want,
and
one
of
the
news
that
actually
came
out
recently-
is
that
oh
yeah,
also
stride
on
their
documentation
has
a
documentation
for
unity
developers.
So
if
you
are
a
unity
developer-
and
you
want
to
know
just
try
stride-
I
mean
you
can
just
go
into
their
documentation
and
kind
of
see,
what's
a
different
terminology
between
the
two
engines
and
and
kind
of
learn
more
about
it.
The
cool
thing
about
strat
is
that
it's
purely.net.
A
So
a
lot
of
the
concepts
that
you're
used
to
are
in.net
are
applicable
here
and
kind
of
stride
is
kind
of
two
parts,
there's
kind
of
like
the
core
engine
and
then
there's
also
something
called
the
game
studio
and
when
you're
installing
stride
you're
installing
both
of
those
but
one
of
the
cool
things
that
I've
learned
last
couple
of
weeks
is
that
I
don't
know
if
you've
used
vvvvvv
john.
A
Vvvvvvvvv,
oh
the
game.
That's
how
it's!
No,
not
the
game!
That's
I
don't
know
that
it's
cool!
So
apparently
it's
it's
a
visual
pro
life
programming
environment
for
donetsk
and
now
they
launched
something
called
vl
stride
and
that
is
they're
using
stride
as
their
core
engine
to
so
so.
Vl
stride
is
kind
of
a
wrapper
around
the
core
engine
of
stride
and
that
what
provides
its
capability
to
render
things
on
on
screen,
so
it
is
being
used
by
other
parts
of
the
community.
B
A
Another
of
our
community
members
is
wave
engine
wave
engine
is
another
game.
Engine
they're
mostly
focused,
it
seems
on
industry
and
on
on
industry
and
business,
a
lot
of
focus
on
vr
and
mixed
reality
and
their
newest
engine,
which
is
let's
see.
Where
can
I
download
the
engine?
Well,
there
was
a
link
at
the
beginning
here,
download
latest
engine.
If
you
download
the
early
access.
A
Here
you
can
access
the
latest
preview.
The
latest
preview
uses
also
decor
3.1
and
they
also
use
opengl
for
a
webgl
for
to
export
to
the
browser
and
they
use
a
lot
of
cool
features.
There's
a
really
cool
feature
that
I
really
liked
here,
which
is
azure
remote,
rendering
so,
for
example,
having
let's
say
a
vr
headset.
That
is
not
tethered
to
a
powerful
graphics
card,
but
you
want
to
render
things
on
on
the
cloud
so
that
you
can
get
more
power.
A
You
can
do
that
using
azure
remote
rendering
they
also
support
really
cool
features
like
mono
wasm
for
the
web
too,
so
they're
they
support
that.
So
they
support
a
lot
of
the
cool
new
features.
Within.Net
core
another
engine
that
got
the
people
just
told
me
about
it,
and
I
didn't
know
about
it
until
a
couple
of
weeks
ago
was
neo
access
what's
happening
here
and
it
seems
like
a
really
interesting
engine.
A
I
haven't
tried
it
yet,
but
it
seems
like
they're
they're
going
strong
they're
really
doing
some
great
work
in
here
and
I'm
excited
to
try
it.
I
still
haven't
tried
it,
but
I
know
now
that
it
exists,
so
that's
cool,
let's
start
with
the
unity
news,
because
everybody
loves
unity.
A
So
I
don't
know
if
you've
noticed
this,
but
unity
is
now
public,
it's
a
publicly
traded
company,
so
that
is
very
cool.
It's
under
the
name
you
on
the
ticker
and
there
is
the
their
stock
market
filing-
is
very
interesting
to
read
a
lot
of
data
about
how
many
people
are
using
unity.
It's
it's
really
fantastic.
A
A
Even
the
visual
studio
support
actually
got
turned
into
a
package
now
within
the
package
manager.
So
a
lot
of
really
cool,
exciting
things
within
it.
There's
a
video.
If
you
want
to
watch
to
see
all
the
things
the
editor,
let's
see,
I
think
the
editor
has
has:
what's
it
called
the
dark
mode
now
for
free
right,
you
don't
have
to
like
subs
like
buy
the
unity.
B
Yeah,
it
used
to
be
a
paid
feature,
but
it's
available
now,
though,
in
the
latest
version,
so
you
can
available,
I'm
not
sure
yeah,
yep,
yep,
hey
real
quick!
Is
there
anything
that
you
want
to
highlight
because
I
think
we're
at
time
here?
Is
there
anything
you
want
to
go
over
last.
A
Yeah-
let's,
let's
see
here
I
mean
we
have
to.
If
we
mention
unity,
we
have
to
mention
brackies.
They
do
amazing
videos,
but
they
kind
of
retired
from
doing
the
the
tutorials
but
they're
all
of
their
list
of
tutorials
are
available
in
in
in
our
learn
portal.
So
go
check
that
out.
Let's
see,
unity
also
has
a
growth
program
too.
If
you
wanna,
you
need
some
investment
for
user
acquisition
for
your
game.
They
have
a
whole
program
here.
You
can
check
it
out.
A
They
released
a
new
lego
micro
game
that
you
can
try
out
and
and
kind
of
learn
how
to
use
unity
using
a
lego
micro,
game
yeah,
and
one
of
the
the
things
that
I
wanted
to
mention
too
is
there
is
a
plugin
called
fungus
on
unity
that
I
completely
adore?
It's
completely
open
source
and
available
on
github.
It
enables
you
to
do
kind
of
interactive
stories
with
unity,
which
is
amazing,
and
you
don't
even
need
to
learn
how
to
code
to
really
work
on
it.
So.
A
It's
available
on
the
asset
store
over
here
or
you
can,
you
know,
go
get
it
from
github,
there's
a
lot
of
documentation
and
training
courses,
and
you
can
even
like
script
with
it
too.
If
you
want
to
like
add
more
things
to
it,
that's
cool,
there's,
a
blog
post
that
I
am
writing
pretty
soon
about
how
to
have
unity,
interact
with
your
philips
hue
lights.
A
So
if
you
have
philippi
lights
in
your
home
and
if
you
wanted
to
kind
of
get
the
lighting
information
from
inside
your
game
to
kind
of
have
a
more
immersive
experience,
I'm
going
to
write
more
about
this
plugin
that
phil
paul
marsh
developed
and
it's
gonna-
be
a
blog
post,
pretty
soon
so
stay
tuned.
For
that.
So
that's
all
for
me
really!
That's
all
I
wanted
to
mention
for
our
live.
B
A
Here
for
our
community
stand
up,
yeah
awesome
we
did
well.
Maybe
we
should
do
a
q,
a
real
quick.
Do
we
have
time
for
that?
That's
kind
of
what
we
wanted
right.
B
Sure
yeah,
I
was
trying
to
answer
some
questions
in
chat.
Before
I
saw.
Let
me
highlight
one
real
quick,
because
let
me
see
there's
a
lot
of
comments
here.
I
already
respond.
I
think
it
was
a
twitch
comment.
A
B
Oh,
I
found
it
so
I
already
I
kind
of
answered
this
on
twitch,
but
I
think
I'm
coded
beard
asked
on
twitch
I'll
be
planning
to
do
any
more
advanced
sessions.
I
I
don't
have
anything
planned
at
the
moment,
but
I
did
invite
codybeard
to
ping
me
on
twitter.
I'm
happy
to
hear
what
might
be
interesting
and
plan
something.
B
This
person
shared
the
context
being
I've
almost
written
a
few
games
in
unity
as
long
you
know
as
a
long
time
c
sharp
dev
but
ran
to
some
more
enter
engine,
specific
issues
that
were
outside
my
experience,
so
yeah
I'm
happy
to
try
and
put
something
together.
I
I
think
I'm
in
the
same
boat,
so
my
partner
with
someone
with
a
little
more
industry
experience
that
might
be
able
to
give
you
some
advice.
That
would
be
more
interesting
but
yeah
definitely
reach
out.
B
A
A
Any
other
question
is
c-sharp
scripting,
first-class
citizen
and
godot,
or
does
it
have
restrictions?
There
are
some
differences,
small
differences.
You
have
to
download
a
separate
godot
engine
that
has
the
done
at
runtime
and
you
might
want
to
go
to
the
godot
documentation
to
learn
more
about
that.
B
Oh
good,
okay,
so
all
right,
I
don't
feel
so
strange
then
yeah.
Can
you
highlight
the
question
by
jordy
hulk
from
youtube
here?
I
don't
think
I
can
highlight
stuff.
A
B
Is
that
it's
at
the
bottom
of
the
list
for
me
bottom
yeah,
yep,
yeah
yeah.
I
saw
this
question
so
what's
the
best
way
to
use
unity
and
nougat
together,
it's
a
good
question
because-
and
I
don't
have
a
good
answer
because
I
don't
know
a
good
way
or
the
best
way
to
use
unity
and
nougat
together,
but
I
do
know
a
couple
ways.
You
can
there's
a
couple
tools.
B
I
think
there's
a
tool
on
github
called
nougat
for
unity,
which
is
an
ex
extension,
a
plugin
that
gives
you
a
little
bit
of
a
ui
inside
the
unity
editor
to
do
things,
but
the
the
problem
has
always
been
that
not
every
nuget
package
or
piece
of
code
is
going
to
be
compatible
with
a
unity
project
and,
for
example,
you
try
to
use
like
nudesoft.json
you're
going
to
get
some
conflicts
because
there
it's
bundled
different
versions
are
bundled
within
unity
as
well.
So
there's
some
like
little
gotchas
there.
B
We
do
have
documentation
on
our
site,
let's
even
find
it
real
quick.
We
have
a
dock
on
how
to
use
nuget
packages,
so
you
can
check
that
out
on
the
box.
The
microsoft
docs
and
the
under,
I
think
it's
under
the
visual
studio
tools
for
unity
yeah,
so
it
gives
you
a
kind
of
a
it's
a
little
bit
of
a
manual
process,
whereas
the
other
thing
I
mentioned
off
of
github,
I
don't
know
how
good
that
tool
is.
B
I've
only
used
it
a
handful
of
times,
but
it
does
give
you
a
ui
inside
unity,
editor
to
do
things
versus
our
docs
kind
of
talk
about
how
to
do
it
manually
and
that
basically,
is
downloading
the
nuget
package
unzipping
it
taking
the
dll
that
you
need
for
each
platform
and
dragging
it
into
your
project
and
then
kind
of
unity
does
the
rest
as
far
as
referencing
a
dll,
so
a
little
bit
clunky
to
do
it
that
way,
but
it
is
possible.
So
if
that
answers
your
question,
I.
A
B
A
Yeah,
like
a
json
library
that
everybody
downloads
that's
also
available
on
the
asset
store.
B
Yeah
yep,
that's
true!
You
can
always
check
the
asset
store
too.
There's
a
lot
of
code
packages
there
to
do
things
that
are,
you
know,
typically
designed
more
for
unity
and
done
and
maybe
a
more
unity
way
so
to
speak.
So
I
would
check
out
the
asset
store
first
and
then,
if
or
if
you
have
some
nuget
package,
that
you
absolutely
love
in
a.net
project,
then
you
go
through.
You
know
the
kind
of
the
process
of
vetting
whether
it
makes
sense
for
unity,
platforms
and
and
seeing
if
it's
compatible.
A
Yeah
somebody's
mentioning
an
interesting
question:
is
there
like
a
story
for
game
development
and
f
sharp?
I
know
mono
game
supports,
f
sharp.
So
if
you
want
to
give
that
a
shot.
B
Yeah,
I
don't,
I
don't
know
of
any
story
with
f
sharp
and
unity
as
long
as
as
far
as
official
support,
I
imagine
somebody's
done
something
somewhere,
but
I
haven't
seen
it.
I
haven't
looked
for
it
either.
So,
but
I
know
c
sharp
is
the
only
language.
That's
officially
supported
at
the
moment.
A
There's
this
comment
that
I
thought
was
interesting:
the
confusion
between
c
sharp
and
net.
Well,
if
you're
using
c
sharp,
you
need
a
dot
net
runtime
to
really
run
that
code,
so
unity
uses.net
to
enable
c-sharp
scripting.
B
There,
probably
is
I've,
probably
lost
track
of
them,
but
if
we
didn't
get
a
chance
to
answer
it,
like
I
mentioned,
feel
free
to
reach
out
I'm
at
jmillerdev
on
twitter.
You
feel
free
to
my
dms
are
open,
so
feel
free
to
send
me
a
message
or
you
know
we
can
check
the
email
too.
Whatever
works,
I'm
happy
to
help.
A
Sure
don't
forget
about.conf
on
the
10th.
Please
join
us
and
our
session
is
on
the
11th
right.
B
Yeah
yeah
donna
comes
10-12,
we're
on
the
11th
and
I
think
the
chat
I
don't
remember
it
was
on
twitch
on
the
time.
A
Cool
all
right,
yeah
on
john
galloway,
just
just
thanks.
A
Appreciate
it
all
right,
that's
it
for
us,
for
our
community
stand
up
this
first
one
was
a
little
bit
quicker
and
kind
of
wanted
to
do
an
introduction
to
a
bunch
of
folks
who
probably
are
not
familiar
with
the
with
game
development.
We
want
to
get
into
deeper
topics
and
hopefully
talk
about
more
community
activities
in
the
future.
A
If
you
have
any
ideas
for
blogs
or
content
that
you'd
like
to
see,
please
reach
out
to
both
me
and
john,
I
don't
know,
should
we
post
our
twitters
here,
I
don't
think
I
have
a
banner
for
that.
B
B
A
Yeah
here's
our
twitter
accounts
please
reach
out
to
us.
If
you
have
any
ideas
for
content,
blogs,
tutorials
or
guests,
you
want
to
see
on
the
stand
up
anything
like
that.
Any
topics
you
want
us
to
cover,
please
let
us
know,
thank
you
very
much
for
joining
us
and
have
a
good
rest
of
your
day
or
night.