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Unity used to take advantage of overloading to implement null checking with "sentinel values" representing a non-existent reference in the Editor I found this
by BoorishBears 7y ago
Unity used to take advantage of overloading to implement null checking with "sentinel values" representing a non-existent reference in the Editor
I found this post explaining they considered moving away from the pattern, but I'm not sure if they followed through:
https://blogs.unity3d.com/2014/05/16/custom-operator-should-we-keep-it/?_ga=2.39545259.946914061.1580882722-813850683.1580882722 https://blogs.unity3d.com/2014/05/16/custom-operator-should-...