Phong13 / BulletSharpUnity3d

A fork of the BulletSharp project to make the Bullet Physics Engine usable from C# code in Unity3d

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[Variable name] Follow Unity's name for exposed variables

Kirbyrawr opened this issue · comments

I think we should change the name of the variables to follow the unity's name of the components, so the beginners can think it as Unity and the transition between physx and bullet can be less hard.
Example:

Unity:
BoxCollider collider;
collider.size = Vector3.one;

Bullet:
BBoxShape collider;
collider.extents = Vector3.one;

The thing i want:
BBoxShape collider;
collider.size = Vector3.one;

Thanks for the suggestion. I agree that we should do this for variables of classes in the "BulletUnity" folder.

However I don't want to change the variable names in the "Plugins/BulletSharp" folder. The reason is that the bulletsharp classes are a fork of the https://github.com/AndresTraks/BulletSharpPInvoke project. We regularly pull code from the upstream branch (about once a month). It is much easier if we have not changed the names of the variables in those classes.

Fair enough!
El 25/02/2016 17:30, "Ian Deane" notifications@github.com escribió:

Thanks for the suggestion. I agree that we should do this for variables of
classes in the "BulletUnity" folder.

However I don't want to change the variable names in the
"Plugins/BulletSharp" folder. The reason is that the bulletsharp classes
are a fork of the https://github.com/AndresTraks/BulletSharpPInvoke
project. We regularly pull code from the upstream branch (about once a
month). It is much easier if we have not changed the names of the variables
in those classes.


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