In preparation for sharing the source code of this project publicly, I decided to make a cleaner version of my repo without a million (dozen) testing scenes. Unfortunately, even after carefully transferring over every piece of code, I ran into an incredibly tough bug that is causing me to give up for the night—the particles don’t initialize unless the scene view is open.

It makes no sense.

Sometimes, though, you gotta stop beating a dead seahorse, even when you’re super frustrated and that seahorse is a perfect target for your venting. I gave up.

On the bright side, I did make some minor cleanups when transferring over my project. Now I don’t get an error when a new player is initialized. It’s about the journey!

Seriously, though, I want to make a trimmed-down version of my project. For my next attempt, I think I’ll duplicate my project and then remove all unused assets. The only asset that’ll need to get added is the Kinect v2 Unity Plugin, since I want to make sure that the paid Kinect Demos package doesn’t accidentally end up in my git repo.

One other thing I realized is that I can simplify the file naming strategy to optimize readability toward my current working scene in my master project. The working scene scripts shouldn’t get appended with the scene name prefix. This way, the newest scripts always have the same name, and that gives me the benefit of being able to drag scripts directly from the master project into the trimmed-down project, directly overwriting the old scripts without breaking any of the Monobehaviors those scripts were attached to.


Tags: gamedev unity vfx particles debugging scripting optimization