Time for the best #UnityTips of the past week. Hoping all of you amazing gamedevs out there are making great progress on your Unity Builds for 2019. Might just have that tip you have been looking for here. Have a look to find out and keep making great games.
As always make sure to share your favorite tip with your friends and followers. Have a fantastic week!!
#unitytips - Something I implemented for the @BadNorthGame Demo (and should have done much earlier) is a script uses [PostProcessScene] to strip unwanted gameobjects from Scenes based upon compiler flags— Richard Meredith (@rtm223) February 19, 2019
Sourcecode : https://t.co/Ahj95AiZkP pic.twitter.com/7t5DtDIshO
#UnityTips Need to run a function automatically only once in your project? Using the static standard constructor together with the RuntimeInitialization Attribute is an easy way to do it. #madewithunity #gamedev #csharp pic.twitter.com/Ld37hYfrub— Binary Impact (@BinaryImpactG) February 19, 2019
💡Adjusting your curves in the Timeline or the Animation window will change how Unity transitions between values:— John O'Reilly 💜 (@John_O_Really) February 19, 2019
• Click the grey icon to reveal the curve editor.
• Right click a key to change a tangent's smoothing.
• Double click a curve to add a new key.#UnityTips #Unity3D pic.twitter.com/cZaV6InRuL
When you're switching materials to a shader you created in ShaderGraph, be smart: rename properties so Reference names match the ones in the previous shader (_MainTex, _BumpMap, …), so that all of the textures and values carry across!#unitytips #shaders #unity3d pic.twitter.com/eBXcvOU6gV— Ciro 🔜 GDC (@CiroContns) February 22, 2019
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