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Recommendations Request For How To Progress As A Unity Developer

Discussion in 'General Discussion' started by Project-NSX, Jul 19, 2022.

  1. Project-NSX

    Project-NSX

    Joined:
    Apr 11, 2019
    Posts:
    19
    Hi all,

    I am a Unity dev working for a small company making mostly AR/VR applications. I am the only developer that is in the company, as such, I have no senior developers to learn from and I am self-teaching things as I go.
    I've found that although I have a fairly wide understanding of Unity's systems and programming techniques, that knowledge isn't very deep.
    I've completed several courses on Udemy to do with general Unity use to make games, AI, animations using mechanim, and a few others.
    I am just wondering if anyone has any recommendations for how to learn Unity and programming techniques to an intermediate/advanced level?
    I have seen the certification courseware and I'm considering going for the associate programmer courseware, at least to begin with. I am looking to learn pretty much everything so programming, animation, lighting, LODs etc.
    Really hoping someone can offer some guidance because I feel like the majority of Udemy courses I've done so far have been pretty sparse on detail, and the books I've looked at have similar complaints.

    Thanks very much for reading!
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    4,191
    When it comes to improving skills, nothing beats having colleagues with expertise in the technologies you're involved in. Mid-term (if not short-term) I'd recommend to either change jobs or insist on adding one or two more staff to your team. I mean eventually there ought to be more projects running in parallel, right? If that isn't going to happen, keep an eye open for who's hiring.

    The next best thing you can do you're already doing: tutorials, courses and such. Except prototyping. It's one thing to go about your dream game as a hobby (usually means a lot of grunt work and iterating over design decisions), it's a very different thing altogether to just smack together a couple things to make an idea come to life, no matter how crappy the code or the result is.

    Like the kind of fun crap I am showing off on my "Prototyping with Unity" channel: https://www.youtube.com/channel/UCRkN2MtniQ3A70BOuwTN7tA/videos

    By doing that, I've gained at least a basic understanding of the following tech in less than half a year (I had "unscheduled downtimes" of over half a year that I do not count):
    • DOTS (Jobs, Burst, and some Entities on the side)
    • physics and its limitations, including built-in, DOTS physics and Havok
    • projectile motion, swarming
    • particle effects
    • animator/animation (refresher)
    • voxel rendering, greedy meshing, marching cubes
    • procedural meshes, MeshData API
    • old-school soccer controls
    • Scriptable Render Pipeline
    • various assets: NodeCanvas, OBI Cloth, OBI Fluid, OBI Rope, Final IK, Puppet Master, Dungeon Architect, DinoFracture and many more where at a minimum I played around with their demos
     
    Ryiah likes this.
  3. Project-NSX

    Project-NSX

    Joined:
    Apr 11, 2019
    Posts:
    19
    Awesome thanks very much for your response.

    I think it's highly likely that the company will look to get more developers at some point soon tbh as we've already got some people coming in to fill in the 3d design and animation stuff we're relying on assets for, and we're getting projects in the pipeline.

    Thanks again