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18 Oct 2020
Tic Tac Toe game (multiplayer version) created during UY Studios’ “How To Make Game Free Unity Tutorial Make 2D Tic Tac Toe Game For Beginners” tutorial series on YouTube: https://www.youtube.com/watch?v=FBamzpJTlG4&list=PLkzh1bySTmYB83ybePBUtsP4t0DAdspiw
Tic Tac Toe game (multiplayer version) created during UY Studios’ “How To Make Game Free Unity Tutorial Make 2D Tic Tac Toe Game For Beginners” tutorial series on YouTube: https://www.youtube.com/watch?v=FBamzpJTlG4&list=PLkzh1bySTmYB83ybePBUtsP4t0DAdspiw
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Unity
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Silver-Hornet
a month
Things I learned/practiced while building this: - UI Panel - Canvas Scaler (scale with screen size) - Reference Resolution (1200 x 800) - UI Anchors - Panel vs Image - UI Buttons - Button components - Prefabs - Namespaces - UnityEngine.UI - On Click() - Arrays - For loops - Public methods - GetComponentInParent - If, else if, else statements - Button interactable - ?: operator (C# reference) (also known as the ternary conditional operator) - Polishing vs creating the base game (polishing and presenting any product often takes as long or longer than creating the base functioning product itself) - Alpha channels - Enabling and disabling UI elements during runtime - Refactoring and code maintenance - Clean, understandable, reusable code (eg. all related functionality contained within the appropriate function, refactor duplicate code, etc) - Custom classes - System.Serializable
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Things I learned/practiced while building this: - UI Panel - Canvas Scaler (scale with screen size) - Reference Resolution (1200 x 800) - UI Anchors - Panel vs Image - UI Buttons - Button components - Prefabs - Namespaces - UnityEngine.UI - On Click() - Arrays - For loops - Public methods - GetComponentInParent - If, else if, else statements - Button interactable - ?: operator (C# reference) (also known as the ternary conditional operator) - Polishing vs creating the base game (polishing and presenting any product often takes as long or longer than creating the base functioning product itself) - Alpha channels - Enabling and disabling UI elements during runtime - Refactoring and code maintenance - Clean, understandable, reusable code (eg. all related functionality contained within the appropriate function, refactor duplicate code, etc) - Custom classes - System.Serializable
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