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I learned Unity the wrong way

darkounity.com

31–40 of 124 posts

Re: I learned Unity the wrong way

#31

Thanks for sharing your story, it was an engaging read. The part about filters in interviews resonated with me because of a recent experience. The place I work has been interviewing for new developers and the team lead asked me for my opinion on one of them. Overall seemed like a good candidate. But when I took a closer look at the assignment and the solution, I noticed that while technically the solution was good, t…

It also really bugs me when I've put more time into reporting an issue or setting someone up for success than they've spent working on a solution.

You would know best, but it struck me that one reason to skip parts of a take-home interview assignment is that it was taking far longer than it "should". A sufficiently senior candidate should have noted this but (I'm feeling charitable towards junior candidates this lazy Sunday afternoon) maybe that's something that's a reasonable thing for them to learn in a real job.

Re: I learned Unity the wrong way

#32

Extremely well-written and honest post. The struggle with being self-taught is that you don’t know what you don’t know. This is probably even worse in areas like Unity, where the coding part is sort of a sideshow to the main event. Nowadays the problem is you lack the discernment to evaluate AI output. I wrote The Conputer Science Book ( https://a.co/d/01e62STx ) to act as that basic building block and help orient se…

>The Conputer Science Book

I suggest an edit to fix the typo.

Re: I learned Unity the wrong way

#34
post #21

> Then the interviewer asked me why I used Queue . I couldn't answer And this was before AI. Imagine the amount of people who will never be able to answer similar questions. I am going to maybe have a bad take, but if you don't know what you're doing, you shouldn't be working in the field until you do. It's not okay to wing it into new roles with more responsibility.

On one hand, now anyone can ask AI to explain Queue . On the other hand, most people aren't curious enough to ask.

And that kicker has been around since salaries have been high. I've interviewed people who flat out had zero interest outside of work in the field. Who only took a degree because of the salary.

It's incredible how a creative field that also happens to be critical to so many things can be infested by people who just don't care.

Re: I learned Unity the wrong way

#35

Thanks for sharing your story, it was an engaging read. The part about filters in interviews resonated with me because of a recent experience. The place I work has been interviewing for new developers and the team lead asked me for my opinion on one of them. Overall seemed like a good candidate. But when I took a closer look at the assignment and the solution, I noticed that while technically the solution was good, t…

To make it fair, did you also inquire into firing your colleagues? :)

Re: I learned Unity the wrong way

#36
Unity dude here, learned alone/self taught-

Being old enough to enjoy reading technical books/articles is a + and knowing the acronym RTFM

I learned about collection types other than array/list from reading this article by the creator of the game Project Zomboid- as he used Stacks for zombie behaviors https://ia600303.us.archive.org/18/items/pdfy-G4Wm9sq1LU298r...

Then I got this book which is a great overview of C# for use in Unity https://csharpplayersguide.com/

Remembering which ones are FIFO and LIFO helps you remember what is what for etc

But yeah- had to read an article and a book- I hated most of the Unity youtube tutorials- enough info/help to get you going but they leave you stranded in the woods without a path out because you were blinding following someone else when you walked in.

Better to read/learn and understand the small bits yourself slowly as they are the breadcrumbs that lead you out.

Re: I learned Unity the wrong way

#37
I feel this.

I went to a private university to learn gamedev. And I feel like I learned game but not dev. Yes I slung a lot of code but, when the game industry dried up and I applied for a bunch of developer positions, I kept finding terms I had never heard of. Basically any methodology other than compile and fix was completely absent from my skillset. What I had learned, I had discovered while helping mates in other disciplines with their coding assignments. And the learnings I had were completely transitory. Tricking DirectX 9 into compiling was actually quite different even from DX8 or DX10/11.

I think this kind of thing is endemic, and its not just a youtube video problem. I guess you could see private education as kind of the same beast as self education.

That said, it did give me troubleshooting skills, because effectively we were taught break fix to such a spectacular level, especially in netcode, that my skills were very easily transferable. Didn't come back to code for ages.

Re: I learned Unity the wrong way

#38

Thanks for sharing your story, it was an engaging read. The part about filters in interviews resonated with me because of a recent experience. The place I work has been interviewing for new developers and the team lead asked me for my opinion on one of them. Overall seemed like a good candidate. But when I took a closer look at the assignment and the solution, I noticed that while technically the solution was good, t…

Ugh... I've had two bad hires in two years that were exactly like this - if you can't follow simple instructions, how have you survived in this career for this long?

Re: I learned Unity the wrong way

#39
post #5

What nobody told him is that it doesn't matter. The most beloved games have the shittest code. The goals of getting a job in the industry, and making a game people love, have completely different requirements, with surprisingly little overlap. --- As for the latter (game industry requirements) I read this article a while back. https://lazyfoo.net/articles/article11_top-ten-mistakes-game... There's a great list of Fun…

> The most beloved games have the shittest code Do you have data supporting that? My favorite games (Factorio, Noita, Song of Syx to name a few) all share in common devs' passion and expertise. I don't have any example of a good game with shitty code.

Terraria is an infamous example.
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