It is Thanksgiving here in the U.S. and we want to take this opportunity to say THANK YOU to the genius gamedevs on Twitter who take the time to put together the #UnityTips that populate this blog every week. Please take a moment to scroll through them. We are sure you will be thankful that you did.
As always, be sure to give the sharer of your favorite UnityTip a shoutout on social media.
I use this for prototypes, it creates a rgb perlin noise texture and set it as global texture. It makes way more sense to do this in GPU (which I usually end up doing) but this is easier to just copy over for fast iteration #unitytips https://t.co/XOZRFYsbzj pic.twitter.com/x84XUWtXI3— Shahriar Shahrabi (@IRCSS) November 12, 2018
#unitytips If you're wrapping Debug.Log so you can deactivate certain log categories, string building at the call site still generates garbage. You can use the "Conditional" attribute to compile out a method *and* its calls, and get rid of string allocations for unused logs. pic.twitter.com/XdFKq1ePjY— Philipp Seifried (@PhilippSeifried) November 12, 2018
So here's a super simple and useful pattern I've been using all over the place! If you have a whole giant list of conditions dictating whether or not you can do a thing, you can make a Can variable like this! Super concise and logical 👌#UnityTips #unity3d pic.twitter.com/tp7sYrU46P— Alex Mankin (@armanky) November 13, 2018
Here's a #unity3d tip for all y'all shader-making friends: If you right click on a shader and create a material, it creates a material based on that shader and named accordingly! Even works on "hidden" shaders! 😃#unitytips #gamedev pic.twitter.com/586yD3PjZ2— Harry 💬 (@HarryAlisavakis) November 13, 2018
Started working with custom Scripting Define Symbols, and made this editor tool to quickly handle them on the Player Settings. This could also be automatically called when building, toggling different options for the type of build you want. #unitytips #madewithunity #indiedev pic.twitter.com/LRkm4gqSEe— carles tm (@jaketa) November 13, 2018
Want to closely inspect a multiplayer server/client setup? Use this trick to open the same unity project twice: Create a new empty project folder and symbolic-link its Assets, Settings, and Packages back to the original... you can basically instance the project. #unitytips pic.twitter.com/xqrdsYIYZh— Hwaet (@HwaetGames) November 13, 2018
⭐️ Are you having 2D Overlapping issues in @unity3d? No worries!— Sykoo (@SykooSam) November 13, 2018
You can fix it very EASILY through the Unified Settings window.
Enter 'Edit › Settings › Graphics', change Transparent Sort Mode and Axis, and voilà! #unity #unity3d #unitytips #gamedev #indiedev pic.twitter.com/Q2cfrrWfSB
You can have more than one Inspector tab in your editor layout. Useful if you want to lock one(so keeps focus on an object) and leave the other free to modify other objects. #unitytips pic.twitter.com/YGelzLyAKR— Arturo Nereu (@arturonereu) November 13, 2018
#unitytips— Nick Landry ☝️😎 (@ActiveNick) November 14, 2018
If you disable a gameobject with an animation and want the animation to go back to the exact same position/ state when you re-enable it (i.e. SetActive(true)), simply set Animator.keepAnimatorControllerStateOnDisable to true: problem solved.#Unity3d @unity3d #gamedev pic.twitter.com/AtAHqpSSrx
Step by Step - How to Outline— Jan Löhr (@_janloehr) November 16, 2018
1. Draw hovered Mesh to RenderTexture
2. Remove Color & Structure
3. Repeat in X with rising and falling luminance
4. Do the same for Y
5. Squeeze together
6. Mask with initally drawn mesh and apply Color#unity3d #unitytips #gamedev #madewithunity pic.twitter.com/yiaNtbLSc6
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.