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Dylan/unity-tutorials-csharp-parity #31
Dylan/unity-tutorials-csharp-parity #31
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refactor: Whats next cleanup, +unity, -bloat Removed redundant text while there refactor: Unity quickstart fixes, impr, prettify refactor: Unity pt1 fixes, impr, prettify fix(README): Rm "see test edits below" ref * !exists refactor(minor): General onboarding cleanup * Shorter, prettier, consistent fix(sdks/c#): Broken unitypackage url feat(sdks/c#): Add OneTimeQuery api ref
- PR review change requests - Additionally: hasUpdatedRecently fix and reformatting
- Used FindBy since that was what the tutorial used, and also looking for a single Identity. - Note: There may be a similar rust discrepancy in the Unity pt1 tutorial. It'll work with Filter, but just simply less consistent. Holding off on that since my Rust syntax knowledge !exists.
* Duplicate comments found both above and within funcs
* Removed `System.Runtime.CompilerServices` * SpacetimeDB.Module seems to already include this (merged the info)
* At general quickstart for `spacetime start`
* Also, removed the "speed" loss mention of C#
- After a verbose discussion, we will eventually swap to FindBy for single-result queries, but not in this PR. - For now, the syntax err is fixed by making the var nullable and suffixing a LINQ FirstOrDefault(). Approved by Tyler in Discord. - We never *actually* created a player in the tutorial. This creates the player. Approved by Tyler in Discord.
- Why? - Despite being a Unity tutorial (we 100% know the user knows C#), the server example used Rust. - This creates friction when the user is already learning multiple new things: The SpacetimeDB architecture, the CLI, the client SDK and server SDK. If they previously did not know Rust, this could add some weight to the onboarding friction. - The Unity tutorial could use an overview since it's quite lengthy and progressive. - Part1 should be split, anyway - it covers way too much for a single section to handle (especially since it jumps between client and server). Splitting between basic multiplayer + advanced makes things more-manageable and less intimidating. - Before: - UNITY TUTORIAL - Part1 (Client + Rust Server) - Part2 (Resources and Scheduling) - Part3 (BitCraft Mini) - After: - UNITY TUTORIAL - BASIC MULTIPLAYER - Overview - Part1 (Setup) - Part2a (Rust Server) - Part2b (C# Server) - Part3 (Client) - UNITY TUTORIAL - ADVANCED - Part4 (Resources and Scheduling) - Part5 (BitCraft Mini)
There are still outside edits here worth visiting: |
# Conflicts: # docs/unity/part-1.md
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This largely looks great, thanks @dylanh724 🙏
Left some small notes, typos etc.
Rust -> C# Co-authored-by: Zeke Foppa <[email protected]>
- `--lang=rust` to `=csharp` Co-authored-by: Zeke Foppa <[email protected]>
- Rm RustRover mention Co-authored-by: Zeke Foppa <[email protected]>
- Rust -> C# Co-authored-by: Zeke Foppa <[email protected]>
- Server issues shouldn't link to Client troubleshooting that has no answer
All issues resolved ( @bfops ) |
Thanks @dylanh724 ! I think this looks good, but possibly one last tweak? |
Co-authored-by: Zeke Foppa <[email protected]>
Co-authored-by: Zeke Foppa <[email protected]>
Sure thing - done! |
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This looks great! Thanks Dylan 🎉
Prereqs
This PR is dependent on my other PR, #28. If the other PR is still open, please review that 1st.
About
Why?
Before
After
Note
I linked the entire file to a public gist post. This may look more professional if this was moved to a more "official" looking account for either now (this PR) or in the future.