tswafford95
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tswafford953 karma
No, you could. But if you're new or not a .NET guy, I'm not sure if you would know to do that? Personally, I prefer the implementation I listed over the .NET, but you definitely could.
I guess the question wasn't 'why isn't this utility included because I need it and don't have it', but rather 'what was the reasoning behind not including the utility?'
Because there's a .NET implementation is a good answer. But Unity has done its own implementations of things in the past, so I figured the question had merit.
tswafford952 karma
Why leave and come back to do the same kind of game youve already made?
tswafford952 karma
Hi Mr Spector. Im an undergrad at UCF studying digital media game design. I watch all your content I can find online. I think your lectures are really helpful.
My question is what direction do you think games academia should go moving forward? I see that your program focuses on creating creative leaders, but how do you guys get enough people with the technical skills to avoid "too many cooks in the kitchen"?
tswafford952 karma
Yeah you can, but I'm not a fan of relying on strings, and generally timers are a little more in depth and flexible.
tswafford957 karma
Hey John, Unity prides itself on democratizing game dev and for the most part I think you accomplish that. But occasionally I find a missing utility in Unity.
So why doesn't Unity have a built in Timer class? There are 3rd party solutions and work arounds, but a such a simple utility would make things more accessible for newer users and experienced scripters like myself who do a lot of timed sequences.
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