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Can you write code like a PROFESSIONAL?

Can you write code like a PROFESSIONAL?

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Length1 hr 1 min
๐ŸŒ Learn ALL about C#! https://cmonkey.co/csharpcourse โœ… Get my Problem Solving Course! https://cmonkey.co/problemsolving ๐Ÿ”ฅ Learn how to make ANY game! https://cmonkey.co/practicepack ๐ŸŒ FREE Complete Courses! https://cmonkey.co/freecourses โœ… FREE Game Dev Insights! https://cmonkey.co/gamedevreportnewsletter ๐ŸŽฎ Get my Code Monkey Toolkit! https://cmonkey.co/toolkit ๐Ÿ‘ Join my Game Dev Practice Lab FREE! https://cmonkey.co/practicelab ๐Ÿ”ด RELATED VIDEOS ๐Ÿ”ด How to Write High Quality Code that doesn't fall apart. https://www.youtube.com/watch?v=m0s3IUrWzVQ Learn how to write PRO level code with this DEEP DIVE! https://www.youtube.com/watch?v=RXf1jsXxWkg How REAL Developers Build Complex Games! https://www.youtube.com/watch?v=4kg2N-t2tWI Optimization is awesome, but do NOT make this mistake! https://www.youtube.com/watch?v=vhflNElicXU Learn C# FREE Tutorial Course Beginner to Advanced! [12 HOURS] https://www.youtube.com/watch?v=qZpMX8Re_2Q How to Write High Quality Code that doesn't fall apart. https://www.youtube.com/watch?v=m0s3IUrWzVQ Learn Problem Solving (FREE Course, MOST VALUABLE skill) https://www.youtube.com/watch?v=Jgw5Z40Q1vc Escape Tutorial HELL with my Game Dev Practice Lab! https://www.youtube.com/watch?v=Ng0VH0SmqRo ๐Ÿ’ฌ Your code compiles and the game works, so why bother refactoring? I use a small shop prototype to show how working code can still be difficult to maintain. Let's clean up confusing names, brittle string IDs, and mixed responsibilities without trying to rewrite everything at once. TIMESTAMPS 00:00 Intro 05:49 Refactoring in small, testable steps 07:11 Inspecting the shop prototype 08:19 Improving variable names 09:27 Renaming fields without losing references 14:23 Private fields and SerializeField 17:05 Consistent code formatting 17:46 Renaming functions and clarifying responsibilities 21:16 Switching to the Input System 22:58 Replacing PlayerPrefs with a shop inventory 25:02 Grouping related data into classes and lists 27:44 Inventory restocking and references 29:41 Reading and spending inventory items 31:54 Replacing string item IDs with enums 35:17 Giving state machine states meaningful names 38:03 Removing remaining PlayerPrefs and saving 39:01 Separating checkout stats UI from logic 40:59 Updating UI through events 43:09 Fixing initialization order with Awake and Start 43:48 Separating customer order UI 44:35 Modeling customer orders with plain C# classes 48:45 Customer order events and custom event data 50:44 Removing magic numbers from the patience bar 51:54 Polling versus events for UI updates 53:19 Moving audio into its own class 54:57 Separating customer visuals and animator constants 57:18 Further refactoring opportunities ๐Ÿ“ Some Links are Affiliate links which means it costs the same to you and I get a nice commission. Thanks for using them! If you have any questions post them in the comments and I'll do my best to answer them. ๐Ÿ”” Subscribe for more Unity Tutorials https://www.youtube.com/channel/UCFK6NCbuCIVzA6Yj1G_ZqCg?sub_confirmation=1 See you next time! -------------------------------------------------------------------- Hello and Welcome! I'm your Code Monkey and here you will learn everything about Game Development in Unity using C#. I've been developing games for several years with 9 published games on Steam and now I'm sharing my knowledge to help you on your own game development journey. I do Unity Tutorials on just about every topic, Unity Tutorials for Beginners and Unity Tutorials for Advanced users. -------------------------------------------------------------------- - Website: https://unitycodemonkey.com/ - Twitter: https://twitter.com/UnityCodeMonkey - Steam: https://store.steampowered.com/developer/EndlessLoopStudios