I have been making games in unity for 2+ years now (almost 3) but when I was beginning I didnt want to learn how to code and though that later me should do it, now later me is here and I have been using ai to make my code and it is very un-efficient, I never get what I want, the outcome is bad when it is kinda how I want, and its way over complicated is what my friends who do know C# say, so how do I learn but without leanring how to use unity in the process? Can I self teach myself, if so how, are there any good youtube videos, are there any good online courses, do you think I should do like online meetings, in person meetings? please tell me if you have any ideas on what I could do.
Unity have a good free course themselves learning C# in the context of Unity: Junior Programmer Pathway - Unity Learn
C# is of course its own thing and can be learnt on its own as well. But naturally more fun to learn it whilst making games.
i’ll be kurt-dekker for today.
solving each problem one step at a time, you’ll slowly learn how things work, and what strategies work best where. it’s a natural progression, and as long as you don’t just copy code verbatim, you’ll learn.
Thanks for that POOKSHANK, you da best!!
Let me offer this additional tiny piece of guidance for OP:
First, welcome to “the real gamedev.” It’s something you’ll work at the rest of your life if you choose. I’ve been doing it over four decades and still learning new tips and tricks and gotchas every day.
Your learning will be (largely) broken into broad areas of knowledge.
You may find these main buckets helpful to organize your learning:
- C# language syntax (organization, structure, grammar, punctuation)
- the .NET API (all the tools that come with C#: lists, dictionaries, file IO, etc)
- the Unity API (everything in the
using UnityEngine;
namespace)
Beyond the above boring mechanical stuff comes the interesting stuff: how to actually solve real world problems.
That only comes from exposing yourself to dozens or even hundreds of incredibly simple games… like think “bounce a ball on a paddle” games, or angry birds, just super-ultra simple stuff. Do it, throw it away, do it again better the next day, and take the effort to learn what each part does as best you can by looking it up.
You are using ChatGPT? Yeah, that thing knows a lot but it knows very little very well. It will also insist that a given work is from author A when it is clearly from author B. Things like that extend to code, it will suggest you editor code for runtime and vice versa.
Unity Muse will help you write Unity code a lot better than any other AI.
The whole point of this is that I dont want to use ai, I want all my code from now on to be made by me, not ai, and no I was not using chatgpt, I was using phind
They’re basically the same thing at the end of the day: an LLM (large language model). I see that they published an article advertising almost the same quality as GPT-4 but you have to be careful with AI benchmarks as they’re very arbitrary and often gamed.
One important factor with LLM competency is the number of parameters and in general the higher the number the better it will be. Phind is a 70 billion parameter model which in a vacuum sounds great except that GPT-3.5 which is generally not very good is 175 billion and GPT-4 is said to be around a trillion.
The AI field is evolving rapidly but in my opinion right now the only one worth considering is GPT-4. You can try others but I’ve yet to see consistent results from anything else and I certainly wouldn’t expect a 70B parameter model which is small enough to run locally to be the one.
I frequently get what I want from GPT-4 and occasionally get what I want from GPT-3.5, but that’s because I’ve had more than a year now to learn the capabilities of the model and how to write a good prompt. I’ve also come to know what it’s good at and what it’s bad at.
For example I’ve had great success asking for custom editors and property drawers, custom shaders, animations through tweening libraries like DOTween, LINQ queries, and regular expressions.