Best Practices
Ways to keep your code and workflow as clean, error-free and forward-compatible as possible.
Coding Back ↑
Use Time.DeltaTime
where appropriate Back ↑
A Duality game might run at a different number of frames per second depending on user settings, and the system it runs on. Since your game code is updated once a frame, yet a frame can represent different amounts of passed time, your code will need to account for this.
To do this, Duality provides the static Time.DeltaTime
property, which will tell you how many passed seconds to account for in the current simulation step. If anything in your simulation moves, ticks, charges, or is otherwise dependent on the passing of time, you will need to somehow include Time.DeltaTime
into the equation. So, if you call transform.MoveBy
to move speed
units to the left each frame, instead let it move speed * Time.DeltaTime
units each frame. This is equivalent to saying “move speed
units to the left each second”, rather than “each frame”.
As an alternative way to account for differences in framerate, there is also Time.TimeMult
, which will tell you how much time has passed in relation to the expected amount at 60 FPS. This allows you to keep your equations on a per-frame basis, rather than a per-second basis: At 60 FPS, TimeMult
will be exactly 1.0f
. At 30 FPS, it will be 2.0f
, which essentially means “because the game is running at half speed, each update step needs to account for a time slice of twice the duration”.
Both methods are perfectly compatible, interchangable, and yours to choose. When properly accounting for variable time steps either way, your game will be able to run at a constant speed regardless of its current framerate. As a bonus for sticking to this rule, you’ll get to control the overall game simulation speed by setting Time.TimeScale
easily, or pause the game using Time.Freeze()
.
Getting references to other objects Back ↑
Say, you’re developing the FooComponent
and need to access a GameObject
that is not its parent. But how do you get a reference to your target object? Here are some basic options; know their merits and flaws and use them wisely:
Finding objects by name Back ↑
An easy, but fragile way that should be avoided in almost all cases.
GameObject obj = this.Scene.FindGameObject("TheObjectImLookingFor");
obj.DoSomething();
- Breaks when the object is renamed.
- Tight coupling between source and target object.
- Not reusable. You will need to change your code on a case-by-case basis.
- Object is searched for in each call, which may or may not affect performance.
Finding objects using hierarchical relations Back ↑
Asking for the current object’s parent’s second child’s child. This approach should be avoided unless you know exactly what you’re doing and why you’re doing it. Not recommended in general.
GameObject obj = this.GameObj.Parent.ChildAtIndex(1).ChildAtIndex(0);
obj.DoSomething();
- Breaks when the Component is used in a different context than originally intended.
- Tight coupling between the source object and the hierarchy surrounding it.
- Not reusable, unless the same hierarchy is recreated.
- Object graph is queried in each call, which may or may not affect performance.
Finding objects by Component Back ↑
Find an object based on the Components that are attached to it. Either use a semantically matching existing Component, or create a new, empty “tag” Component you can attach to the object(s) in question.
GameObject obj = this.Scene.FindGameObject<BarComponent>();
obj.DoSomething();
- Dynamically retrieves objects based on their traits and behavior.
- No direct coupling between source and target object.
- Limited reusability, depending on the context.
- Works great for groups of Components, or even just Components implementing a certain interface.
- Doesn’t really work for a single, specific object.
- Object is searched for in each call, which may or may not affect performance.
Assigning objects in the editor Back ↑
Defining a public property in your source Component, which can be assigned by the user in the editor.
public class FooComponent
{
// Also works fine with Components of any type, or lists of objects.
private GameObject target;
public GameObject TargetObject
{
get { return this.target; }
set { this.target= value; }
}
}
- The reference is already there - no need to search objects at all. Fast!
- No direct (source code) coupling between source and target object.
- Really good reusability, the user can assign what is needed and adapt.
- Not a good match in dynamic situations where the target object(s) isn’t known until the game runs.
Use ContentRef<T>
properly Back ↑
This is already described in the article about Resources, but it’s mirrored here because it’s so important.
Deal with null Back ↑
When retrieving other GameObjects, external or non-required Components, Resources and object instances in general, always assume that they may be null
and deal with the case gracefully. Letting a null reference Exception occur may be a viable option when a value being null
is actually considered a fault! However, simply failing to address a viable case of a value genuinely being null
is something to look out for and fix.
Mind what you serialize Back ↑
When you define a custom Component or Resource in Duality, you should ask yourself what kind of information needs to be saved with its Scene or Prefab, or copied with its parent object when cloning it. In many cases, all information is viable for serialization and you don’t have to worry about it. However, there are cases where you might want to exclude a field from serialization:
- The field contains temporary information that will be recalculated anyway, such as buffers or timer values.
- The field contains a value that is only established at runtime, but shouldn’t be carried into persistent state. Some event handlers belong to this category, as they expect other objects to resubscribe upon loading and thus won’t serialize their subscriber list.
- The field has a Type that cannot be serialized (such as
IntPtr
).
In these cases, simply add a [DontSerialize]
attribute before the field in question.
Workflow Back ↑
Learn to use your Debugger Back ↑
This might be obvious for some of you, but if you are new to programming and learn it with Duality, this might be the single most important lesson to learn when trying to figure out why something isn’t working as expected: Use your debugger. This section can only provide a very limited introduction, but you’ll quickly figure out the rest by yourself once you’ve passed that initial threshold.
-
Starting a Debug session can be done by either clicking the
Debug Game
button in the Duality editor, or by clickingStart Debugging
(The “play” button) in your plugin project in Visual Studio. -
Attaching the Debugger is a way to debug an application that is already running. This is done automatically when starting a debug session, but if you want to debug your plugin code while it’s running in the editor, this is what you need: In Visual Studio, click
Debug / Attach to process...
and selectDualityEditor.exe
to enter debug mode within the Duality editor. - Setting a Breakpoint will allow you to pause the running program at a specific point in your own source code. In Visual Studio, click on the leftmost vertical bar next to your code and a red dot will appear. When in a debug session, this is where the program will now halt.
-
Stepping through code is what you usually do after hitting a breakpoint. You can step through your code line by line using
Step Over
, or run into a method call usingStep Into
. Wherever you are while you’re stepping around, you can hover your cursor over variables to see their value and examine the state of each object.
Of course there’s a lot more to is, but this will hopefully get you started.