Once again we have curated the best tips from the past week from the ever so talented gamedevs in our community. It is a wonderful thing that they take the time to do this. The #Unity3D community rocks!!! Have a happy week creating great things. Hoping you get a few needed and timely tips out of this week's picks.
As always make sure to share your favorite tip with your friends and followers. Have a fantastic week!!
After collecting a sizable collection of past projects, I've found that knowing what variables mean specifically is pretty important. #gamedev #unitytips #coding #csharp #unity3d #unitytips pic.twitter.com/dzW7n59HZy— Kroko_Interactive_Dev (@DevKroko) February 11, 2019
#UnityTips You can easily order in which order are checked the conditions of transitions between different states in an animator, just select the starting state and order the transitions array in the inspector#GameDev #Unity3d #Animator #Tips pic.twitter.com/6vhTZy8Too— Nicoplv (@nicoplv) February 12, 2019
Unity has a built-in texture atlas function for, well, packing textures into an atlas! Here is an example implementation with scale controls: https://t.co/wevmwa7L0v— Staggart Creations (@_staggart_) February 12, 2019
#unitytips #gamedev #unity3d #indiedev pic.twitter.com/KFzmyoiuDh
You can change 'void Start()' to 'IEnumerator Start()' and it auto-runs as a coroutine. I've found this very useful for animation scripts, but it should be used sparingly!#UnityTips #GameDev #IProbablyUseTooManyCoroutines pic.twitter.com/q5kiDpQtkI— Nick Vaccaro (@NickJVaccaro) February 12, 2019
You all know Frame Selecting (pressing F) in Unity to set the pivot that orbiting and zooming is relative to, but did you know you can also middle-mouse-click a surface to set the pivot right there on the surface? #unitytips— Rune Skovbo Johansen (@runevision) February 12, 2019
If you like to assign Button events from the Inspector UI, here is a tip:— Sarge (@sgt3v) February 12, 2019
No need to write single line methods to change public members and call public methods. You can reach any object's components directly from UnityEvent UI. #gamedev #indiedev #unitytips #unity3d pic.twitter.com/cK74GvznPg
If you are moving to #ECS from OOP, you can separate behaviour from data with less pain by putting the methods in a static class and passing the data by ref. In that way data can be acted on both from the system job and outside + it's burstable #unitytips #unity3d pic.twitter.com/eNn8PA3DpE— Ivan 🏜️⛰️🏜️🏍️💨 (@Nothke) February 13, 2019
#UnityTips: Need to work on your scene with the timeline set to a specific time? Click the little lock Icon, so that it doesn't always snap to initial when you select another object🙂#Unity3D #GameDev #IndieGameDev pic.twitter.com/IWacpSR56O— Jan Löhr (@_janloehr) February 13, 2019
Using the SceneView draw delegate to draw 16:9 and 4:3 safe frames in the scene view is really handy for positioning interactive elements! It moves with the camera. @unity3d #unity3d #unitytips #gamedev #indiedev pic.twitter.com/VexhyojuVS— Thomas Viktil (@mandarinx) February 13, 2019
Rucksack is the most flexible and extensible inventory solution with UNet support that enables you to easily setup player inventories, NPC inventories, banks, premium shops and much more!
Odin puts your Unity workflow on steroids, making it easy to build powerful user-friendly editors for you and your entire team.
With an effortless integration that deploys perfectly into pre-existing workflows, Odin allows you to serialize anything and enjoy Unity with 80+ new inspector attributes, no boilerplate code and so much more!
Prior to Devdog, I ran an online games industry news media for and about Nordic game developers for nearly two years.
During that time, I often reached out to new game developers directly, apart from interviewing the ones who sent a press release directly to me.
A few weeks ago, we bought a Unity Asset that really let us down.
In developing our own assets, we spend a lot of time on the Asset Store, researching the market and getting inspired.
Item Collections in Inventory Pro are powerful collections that can contain items, stack, unstack, merge items and much, much more.
As we'll soon see, however, these features aren't only useful when creating a traditional RPG inventory system, but can be used in many aspects of your game.
We're a developer and publisher of best-in-class tools and asset for the Unity game engine. We develop and sell but also publish products like Odin for talented developers and artists around the world.