1 hour ago, gaxio said:
A few things in your code are needlessly verbose.
Picking up my programming habits, sorry about that; at this point it is ingrained into me.
Because I make a lot of games on mobile I have run into some problems when multiplying vectors with other data types. So because vector * float is slower than float * float I avoid it.
The way I would have done this if used in my own game is like this:
void MoveObject(float InXAxis, float InYAxis){
transform.position +=
new vector3(InXAxis * Speed * Time.DeltaTime, InYAxis * Speed * Time.DeltaTime,0);
}
2 hours ago, gaxio said:
And you're really all over the place with your naming
As you can see my real naming methods are even worse. I add "In" to everything that goes into a function. All functions must have two descriptive properties in the name, so I get less naming problems like damage.damage(). Lastly all my own code should start with a capital letter, that way I can see what functions are my own; because it is more likely to have bugs.
All these tricks are things I developed while coding my own games. I am not a programmer, everything I know I learned the hard way. They are redundant but has helped me makeover sixteen games from start to end now.
The other problems is probably from me not testing the code.
As a non programmer I prefer the whole over naming thing if it helps make things clear.
I only avoid words like "manager" and "system" that don't actually mean much, even so I still use them from time to time. Object here tells me the function moves a Unity object and won't work on moving a pixel or something else.