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Presents

#CSHARPCON20

The C# Corner Annual Conference 2020 is a three-day annual event for software professionals and developers.

3
DAYS
72
SPEAKERS
65
SESSIONS

Magnus Mårtensson
Microsoft Regional Director, Azure MVP, CEO Loftysoft

Avirag Jain
Director & CTO R Systems

Mahesh Chand
Founder C# Corner, CEO Mindcracker

Chris Gali
CEO & Co-Founder Graphite

Subinder Khurana
Chief Architect StoryProcess, Founder NASSCOM DeepTech Club

Bryan Rishforth
Investor, Chairman Graphite

Bryn Everson
Director Biz Dev Graphite

Raj Tiwari
Digital Transformation Leader, Futurist and Visionary

Joseph Guadagno
Microsoft MVP, Lead Quicken Loans

Nikita Sachdev
Entrepreneur, Blockchain Enthusiast & Advisor, Social Media Influencer

Doug Wagner
COO & Founder Adapt Technical Group

Ritesh Modi
Architect, Senior Evangelist, Cloud Architect

Crystal Wenrick
Director Communications Mindcracker

Allen O’Neill
Microsoft MVP, Consulting Engineer/Architect

Praveen Kumar
CEO MCN Solutions

Chris Love
Founder Love2Dev, Microsoft MVP, Author

Sanjay Vyas
Microsoft Regional Director, Microsoft MVP, Founder & CEO SkillLabs Technologies

Veena Sarda
Deep Learning Consultant, Author

Sekhar Srinivasan
C# Corner MVP, Microsoft Certified Trainer, Pluralsight Author

Lalit Bansal
Founder & CEO - EIY SYS

Navdeep Garg
CEO Revinfotech

Prakash Tripathi
Tech Manager/Leader, Microsoft MVP, Blogger

Bhavna Jain
Breakthrough Consultant

Naveen Sharma
Enterprise Architect, Leadership Coach, Author

Vidya Vrat Agarwal
Principal Architect, Microsoft MVP, Author

Sheetal Agarwal
Founder Clownselors, Medical Clown, Trainer

Abhishek Kant
Founder GTM Catalyst

Vishnu Saran
Founder & CEO VoiceQube

Sandeep Soni
Founder & CEO Deccansoft, Microsoft Certified Trainer

Parveen Malik
AVP InfoSec & Vulnerability Management, Information Security Expert

Nitin Pandit
Microsoft MVP, Developer Evangelist, Author

Niloshima Srivastava
C# Corner MVP, Tech Architect, Trainer, Blogger

Bala Chirtsabesan
Senior Software Engineer at Microsoft, Author

Manoj Mittal
Sr. Technical Architect, C# Corner MVP, Author

Chandni Di
Co-Founder Voice of Slum

Vithal Wadje
Technical Lead, Microsoft MVP, Author

Shivam Ahuja
Founder SkillCircle, Business Mentor

Chervine Bhiwoo
Solution Architect, Microsoft MVP, Author

Saurabh Jain
Vice President Paytm, Founder Fun2Do Labs, Author

Vinay Solanki
Head IoT at Lenovo, Founder IoT-NCR

Anshu kumari
Founder Blockchainkids, Inventor, Trainer

Amit Singal
CEO Startup Buddy

Dev Pratap
Co-Founder & CEO Voice of Slum

Amey Vartak
Technology Consultant, Full Stack Developer, C# Corner MVP, Author

Viswanatha Swamy
Principal Software Engineer, C# Corner MVP, Author

Sanket Verma
Research Engineer @ Ballistics (Forensics) and Chair, PyData Delhi

Sourabh Somani
Lead Developer, Microsoft MVP, Author

Abhishek Mishra
Software Architect, C# Corner MVP, Author

Siddharth Vaghasia
Technical Consultant, C# Corner MVP, Blogger

Bassam Alugili
Senior Software Specialist, Database Expert

S Ravi Kumar
Solution Architect, C# Corner MVP, Author

Sundaram Subramanian
Full Stack Developer, C# Corner MVP, Speaker

Deepesh Somani
Solution Architect, Microsoft MVP, Author

Debasis Saha
Technical Project Manager, C# Corner MVP, Blogger, Author

Vipul Jain
Software Architect, C# Corner MVP, Author

Akshay Patel
Technical Architect, Microsoft Certified Trainer, C# Corner MVP, Author

Stephen Simon
RPA Developer, Evangelist, Author

Vivek Sharma
Founder Kingster636, AR/VR Specialist

Jeetendra Gund
Technical Lead, C# Corner MVP, Author

Sujal Beniwal
AI Enthusiast, Student

M Viknaraj
Microsoft MVP, Azure Architect, Author

Prasham Sabadra
Software Architect, C# Corner MVP, Trainer, Author

Aakash Maurya
Senior Developer, C# Corner MVP, Speaker

Ankit Sharma
Senior Software Engineer, C# Corner MVP, Author

Mangesh Gaherwar
Team Lead, C# Corner MVP, Author

Viral Jain
Technical Consultant, C# Corner MVP, Author

Bhasker Das
Solution Architect, Evangelist

Manish Dwivedi
Associate Project Manager

Ck Nitin
Programmer, Author

Rohit Gupta
Technical Trainer, Author

Manish Tewatia
Full-stack Marketer, UX Designer

Bhavya Gaur
Technical Illustrator

Rohit Tomar
SEO/SMO Expert

Web Track

Cloud & Data Track

Dev Track

8am-9am

Registration & Breakfast

9am-10am

Future of Desktop Apps with JS (ElectronJs)

Nitin Pandit

Building Serverless Microservices Using Microsoft Azure

Vithal Wadje

Innovating RPA: A Robot for Every Person

Stephen Simon

10am-11am

Managing Cloud Storage Accounts using Logic Apps

Viknaraj Manogararajah

Data visualization using Python

Sekhar Srinivasan

Going Cross platform with AR Foundation

Vivek Sharma

11am-12pm

Keynote

12pm-1pm

Managing your Azure dependencies in ASP.NET Core apps using VS

Bala Chirtsabesan

Securing Applications on Intelligent Azure

Abhishek Mishra

Getting started with Blazor the Framework of Future

S Ravi Kumar

1pm-2pm

Lunch

2pm-2:45pm

Build Progressive Web Apps using Angular 9

Debasis Saha

Build and deploy to any platform using Azure DevOps

Chervine Bhiwoo

Deep Dive in Azure Service Bus

Akshay Patel

2:45pm-3:45pm

Build a Native Mobile Application using React Native and JavaScript

Joseph Guadagno

Making sense of Web Job, Web Job SDK and Functions in Azure

Prakash Tripathi

CloudFront Distribution in AWS

Viral Jain

3:45pm-4pm

Tea Break

4pm-4:30pm

Introduction to PowerBI

Aakash Maurya

Build Advanced SPFx solutions with React and Graph API

Siddharth Vaghasia

Build Business Intelligence Analyst (BIA) Skills

Sundaram Subramanian

4:30pm-5pm

Deep dive of Power Platform – AI BUILDER

Prasham Sabadra

Panel 1

What's new in SharePoint development

Vipul Jain

5pm-5:30pm

Build a SSO (Single Sign On) based Native JavaScript application with Microsoft Identity within 10 minutes

Manoj Mittal

Panel 2

Applications and working of AI

Veena Sarda

5:30pm-6pm

Deploying serverless API's with .Net core 3.0 on AWS & Azure

Amey Vartak

Panel 3

Blockchain with .NET Core (Ark)

Anshu Kumari

6pm-6:30pm

Closing Note & Prize Distribution

Dev Track

Cloud Track

Architecture Track

Emerging Tech Track

8am-9am

Registration & Breakfast

9am-10am

Creating Full-Stack Web Apps Using Server-Side Blazor

Ankit Sharma

Real time face recognition with MS Cognitive Services

Niloshima Srivastava

Building Scalable APIs with GraphQL

Jeetendra Gund

Future of development with AI and Blockchain

Navdeep Garg

10am-11am

Debugging Tips and Tricks with Visual Studio 2019

Joseph Guadagno

Azure Containers

Abhishek Kant

Enterprise Architecture

Naveen Sharma

Bot Framework - learn it fast and look like a boss!

Allen O’Neill

11am-12:30pm

Keynote

12:30pm-1:30pm

.Net Core & C# 8 Performance

David McCarter

Working with Azure kubernetes services

Ritesh Modi

Becoming an Architect

Vidyavrat Agarwal

Why Techies Need to Learn Product Management

Saurabh Jain

1:30pm-2:30pm

Lunch

2:30pm-3:30pm

Build a rules engine in .Net Core

Sanjay Vyas

Building CI and CD Pipeline using Azure DevOps

Sandeep Soni

Entity Framework Core - Tips and Tricks, Performance Optimization, and Tuning

Bassam Alugili

Hacking your way into Data Science

Sanket Verma

3:30-4:15pm

Speed up your .Net Core Website

Sourabh Somani

Azure

Magnus Mårtensson

Demystifying Open Distro for Elasticsearch

Suman Debnath

Future of Data

Shivam Ahuja

4:15pm-4:30pm

Tea Break

4:30pm-5:15pm

gRPC with C# and .Net Core

Mangesh Gaherwar

Panel 1

Essentials of Cloud security

Parveen Malik

Power platform and Dynamics 365

Deepesh Somani

5:15pm-6pm

Microservices - the gRPC Way

Viswanatha Swamy

Panel 2

Reserved

Reserved

6pm-6:30pm

Closing Note & Prize Distribution

Implementing a state pattern for a game loop in Unity with C#

Unity games often begin with a straightforward loop: read input, update objects, run physics, and render a frame. That approach works for a prototype, yet it becomes difficult to maintain when the project adds menus, loading screens, paused play, cutscenes, multiplayer synchronisation, or several game modes.

A state pattern gives each mode a clear responsibility and defines how the game moves between modes. In Unity, this is implemented with C#, rather than plain C, using classes, interfaces, coroutines, and the engine’s lifecycle methods. The result is a game loop that is easier to test, extend, and reason about as production grows.

Approach Strengths Weaknesses Suitable use
Large conditional loop Quick to prototype Becomes tangled and hard to test Small experiments
Boolean flags Easy to add initially Conflicting flags create invalid combinations Very simple menus
State pattern Clear transitions and isolated behaviour Requires a little more structure Commercial and expanding games
Unity scene per state Strong content separation Scene loading can add complexity Large levels and distinct worlds
Event-driven state machine Flexible and decoupled Debugging event order takes care Networked or complex systems

Why game loops benefit from states

A game loop is a repeated process, but the work performed during each frame depends on the current mode. During a title screen, the game may animate a background and listen for menu input. During active play, it must process movement, collisions, enemies, scoring, and camera updates. During a pause, most gameplay should stop while the pause menu remains responsive.

Without an explicit state model, developers often add fields such as isPaused, isLoading, isPlaying, and isGameOver. These values can contradict one another. A loading screen might accidentally accept gameplay input, or an enemy may continue moving while the user expects the game to be paused. A single state makes those rules visible.

The pattern also gives each mode a lifecycle. A state can perform setup when entered, update once per frame, and release resources when left. This is useful for a Unity project being developed across teams in Sydney, Melbourne, or Brisbane, where a designer should be able to understand a state’s behaviour without tracing a long Update() method.

Choosing state boundaries in Unity

A useful state is a meaningful mode from the player’s perspective and the programmer’s perspective. Common examples include BootState, MainMenuState, LoadingState, PlayingState, PausedState, GameOverState, and ResultsState. These boundaries are usually more valuable than creating a state for every small action, such as jumping or opening a weapon wheel.

The state should own decisions that belong to its mode. PlayingState can enable player input, advance simulation, and check for win or loss conditions. PausedState can stop simulation updates while leaving UI navigation active. A state should not need to know every detail of the systems it controls; instead, it can coordinate services such as an input handler, scene loader, audio controller, and session manager.

Unity scenes and states solve different problems. A scene describes content loaded into the engine, while a state describes the game’s current behaviour. One state may span several scenes, and one scene may support multiple states. Keeping these ideas separate prevents a scene transition from becoming the only way to represent a gameplay change.

Building the state contract in C#

The first step is a small interface or abstract base class. An interface keeps the contract precise and makes individual states easy to replace in tests.

public interface IGameState
{
    void Enter();
    void Tick(float deltaTime);
    void Exit();
}

A central controller owns the active state and performs transitions. The controller should exit the previous state before entering the new one. Passing deltaTime from Unity’s Update() method keeps timing explicit and avoids making every state depend directly on Time.deltaTime.

public sealed class GameStateMachine : MonoBehaviour
{
    private IGameState currentState;

    public void ChangeState(IGameState nextState)
    {
        if (nextState == null)
            throw new ArgumentNullException(nameof(nextState));

        currentState?.Exit();
        currentState = nextState;
        currentState.Enter();
    }

    private void Update()
    {
        currentState?.Tick(Time.deltaTime);
    }
}

A production implementation may use dependency injection or a factory to construct states with their required services. For a smaller project, the controller can create them directly. The important point is that state logic remains separate from the machine that schedules it.

A PlayingState might receive references to the player, input service, level rules, and UI. Its Tick method can check whether the user has requested a pause, whether the level has been completed, or whether the player has lost. It then requests a transition through the state machine rather than modifying unrelated flags.

Connecting transitions to Unity’s lifecycle

Unity has several timing systems, so a state pattern should define where each type of work occurs. Frame-based input and presentation commonly belong in Update(). Physics commands should be handled in FixedUpdate() or passed to a physics-focused service. UI animation may use Update() or an unscaled clock, especially when the game is paused.

Setting Time.timeScale to zero is a familiar pause technique, but it does not pause every system. Code using Time.unscaledDeltaTime continues to run, and audio, networking, analytics, or custom timers may follow their own clocks. A dedicated PausedState makes these decisions explicit instead of assuming that one Unity property handles the entire application.

Scene loading deserves a similar boundary. A LoadingState can start an asynchronous operation, display progress, and transition only when the target scene and required services are ready. It can also prevent duplicate requests caused by repeated button clicks. On a project targeting Australian players, testing should include realistic connections to Sydney cloud regions and slower mobile networks outside the major capital cities.

State transitions should be deterministic. If several systems request changes in the same frame, the machine can queue a transition or reject later requests after one has been accepted. Logging the source state, destination state, and reason is particularly valuable when diagnosing a build on a remote QA device or at an event such as PAX Aus in Melbourne.

Managing input, events, and asynchronous work

Input belongs at the boundary between the player and the current state. A state can ask an input service whether pause was requested, rather than reading keyboard, controller, and touchscreen APIs directly. This makes the same game logic usable across PC, console, and mobile builds.

Events are helpful when a system needs to report something without knowing which state is listening. For example, a level service can publish LevelCompleted, while the active state decides whether to show results immediately or wait for a network confirmation. Events should be unsubscribed in Exit() to avoid callbacks arriving after the state has been replaced.

Coroutines can support transitions, but their lifetime must be controlled. A coroutine started by PlayingState may continue after the game has entered GameOverState unless it is stopped or tied to a service with a clear owner. An alternative is to let the state hold an operation handle and cancel it during Exit().

Networked games need an additional distinction between local presentation states and authoritative session states. A client may display a reconnecting overlay while the server still considers the match active. Keeping those state machines separate avoids turning a temporary connection problem into an incorrect gameplay result.

Testing and extending the state machine

State logic is easier to unit test when it depends on abstractions instead of MonoBehaviour objects. A fake clock, fake input service, and fake scene loader can verify that PlayingState pauses when requested, enters results after a win, and ignores gameplay commands after exit. These tests run quickly without loading a Unity scene.

Integration tests should verify Unity-specific behaviour: scene activation, animator changes, input action maps, audio snapshots, and time-scale handling. Test transitions at frame boundaries as well as during asynchronous loading. A useful diagnostic overlay can show the active state, previous state, and time spent in the current state during development builds.

For an Australian commercial release, platform and market testing should reflect actual distribution conditions. A game sold through Steam, console stores, or mobile channels may encounter different suspend-and-resume behaviour, account flows, and certification requirements. Local studios frequently work with distributed teams, so readable transition logs and clear ownership reduce the cost of reproducing a bug between a Melbourne office and an external contractor in Perth.

Practices that keep the implementation reliable

  • Keep states focused on one game mode rather than one individual action.
  • Make Enter, Tick, and Exit safe to call with predictable ordering.
  • Pass services into states instead of relying on scattered singletons.
  • Separate gameplay time, real-world time, and network time.
  • Cancel coroutines, subscriptions, and asynchronous operations during exit.
  • Log every important transition with its reason and originating system.
  • Test invalid transitions, rapid input, scene reloads, and application pause events.

A state pattern is most effective when it remains a modest coordination layer. It should not replace every subsystem or become a single global object containing all game rules. Player movement, combat, audio, UI, saving, and networking can retain their own responsibilities while the state machine decides which systems are active and how the overall loop changes mode.

For a Unity game written in C#, this structure creates a dependable path from prototype to production. New modes can be added without expanding a huge conditional block, and existing modes can be tested in isolation. Whether the target is an indie release from a Sydney studio or a larger cross-platform title, explicit states make the game loop clearer for programmers, designers, testers, and technical artists.

The Leela Ambience Convention Hotel

1, CBD, Maharaj Surajmal Road, Near Yamuna Sports Complex, Delhi, 110032

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GENERAL QUERIES


Manish Tewatia

+91-9718-431-042

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Atul Gupta

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