The last month of the year is here! Christmas is just around the corner, make sure to collect these hand picked #UnityTips put together by the genius gamedevs on Twitter so you can read them in between all of the festivities that are sure to take place.
Also in the spirit of Christmas, this month check out our #UnityChristmas giveaway to win some great gifts and a copy of Nested Prefabs.
As always, be sure to give the sharer of your favorite UnityTip a shoutout on social media.
Kept having issues with units trying to squeeze past stationary #unity3d navmesh agents. A solution is that when a unit is stationary turn it into a navmesh obstacle w/ carving enabled. This will make sure it is 100% respected. Turn it back when it needs to move again #UnityTips pic.twitter.com/44racHt6zJ— Alice Robinson (@Valkrysa) November 26, 2018
An easy "trick" for flipping a card (or another 2D canvas image) is:— David Fernandez (@DavidFdez_G) November 26, 2018
1. Set the X (or Y) scale from 1 to 0 over the time in Update or in a coroutine.
2. Change sprite.
3. Set the X (or Y) scale from 0 to 1 in the same way as in step 1.#unitytips #unity3d #madewithunity #gamedev pic.twitter.com/1A92UV7gR7
We're using custom shader editors to change the position, scale and rotation of projected textures on our models. Highly configurable and no uvs needed!#unitytips #madewithunity #shadermagic #unity3d #marbloid pic.twitter.com/GFMOYJnQXl— 💥 sᴜᴘʏʀʙ (@Supyrb) November 27, 2018
Do you want two-sided materials but are too afraid to delve too deep into the dark art of shader coding? Just create a new standard surface shader and add the words "Cull off" after the "LOD" line. Works with unlit shaders too! 😃#unity3d #gamedev #unitytips pic.twitter.com/KNoenIS3ZD— Harry 💬 (@HarryAlisavakis) November 27, 2018
Struggling to find what exactly activates/deactivates your GameObject in @unity3d? Attach this tiny simple script to it and watch the stacktraces in your console log. #unitytipshttps://t.co/zy72SXPIc0 pic.twitter.com/KoSTvqlgY1— Adrian K. (@goshki) November 27, 2018
Did you know you can customize the formatting of Unity message methods? I've found this helpful to distinguish them from other methods in the class for quick reference. #unitytips #unity3d #VisualStudio pic.twitter.com/MyzNSQuYvf— John Miller (@jmillerdev) November 29, 2018
If you're a Unity user, here's how to write Eerp in code! #unitytips— Freya Holmér (@FreyaHolmer) November 29, 2018
The math is slightly different since there's no Log2 in the math library, so we need to convert a little from log10 to log2 using a constant equal to 1/log10(2) pic.twitter.com/jztzMj2d3b
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.