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Everyday Unity

Everyday Unity

@everydayunity

A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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Showing posts older than #1772 · Back to latest

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Post #1771 104
11 Things You (Probably) Didn't Know You Could Do In Unity

01 - Start As A Coroutine
02 - Find And Customize Shortcuts
03 - Temporary Backup Files
04 - Locking and Duplicating The Inspector
05 - Reveal Serialized Property Names
06 - Swap Inherited Components in Debug Mode
07 - Polymorphic Lists
08 - Get Icons from Unity Objects
09 - Embedded Scriptable Object Editing
10 - Modal Editor Windows
11 - The [MovedFrom] Attribute

https://www.youtube.com/watch?v=mCKeSNdO_S0

#tips #editortips
YouTube 11 Things You (Probably) Didn't Know You Could Do In Unity Sign up to Milanote for free with no time limit: https://milanote.com/gamedevguide0422 Let's take a look at some not-so commonly known things that you can do in Unity and C#. Hopefully there's something useful in here, leave your own tips in the comments…
  • 👍 2
Post #1770 101
Smart Inspector: Fluent re-take on Unity Inspector UX. Packed with QoL improvements.

- Tabbed Inspector – Peek multiple components without scrolling or expanding. Supports Gizmos!
- Rich Customization
Fluent Injection API
- Tooltips
- Compact UnityEvents
- Improved Dragging

https://github.com/neon-age/Smart-Inspector

#editortool #inspector
  • 👍 5
Post #1768 97
Homebrew Foot IK

A free foot inverse kinematics. The author suggests to use it for educational purposes, as code was written carefully with focus on code quality & documentation, in order to be studied and then modified by you.

https://assetstore.unity.com/packages/tools/animation/homebrew-foot-ik-220358

#animation #character #ik #inversekinematics #foot
Unity Asset Store Homebrew Foot IK | Animation Tools | Unity Asset Store Use the Homebrew Foot IK tool from Fischl Works on your next project. Find this & more animation tools on the Unity Asset Store.
  • 👍 4
Post #1767 117
A SharedArray is a segment of memory that is represented both as a normal C# array T[], and a Unity NativeArray<T>.

It's designed to reduce the overhead of communicating between C# job data in NativeArray and APIs that use a normal array of structs, such as Graphics.DrawMeshInstanced(), by eliminating the need to copy data.

https://github.com/stella3d/SharedArray

#sharedarray #nativearray
GitHub GitHub - stella3d/SharedArray: Zero-copy sharing between managed and native arrays in Unity Zero-copy sharing between managed and native arrays in Unity - stella3d/SharedArray
  • 👍 4
Post #1766 116
Post #1765 112
Heap, Stack and Garbage Collector — A practical guide to .NET memory management system

A good refresher before an interview. GC is different in Unity, but I have faced myself questions about .NET GC during interviews to Unity dev positions, so can be helpful too

https://andresantarosa.medium.com/heap-stack-e-garbage-collector-a-practical-guide-to-net-memory-management-system-7e60bbadf199

#memory #gc #heap #stack #interview
Medium Heap, Stack and Garbage Collector — A practical guide to .NET memory management system. There was a time when memory was a slow, rare and expensive resource, so it was necessary to write code as performant as it could get…
  • 👍 5
Post #1764 106
Framework Design Guidelines | Microsoft Docs

Even though the title mentions framework design this article consists of many sub pages that give advice on how to structure your code and use C# features. So it can be applicable not only to writing a framework, but any code, even a game in Unity

https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/

#architecture #systemdesign
Docs Framework Design Guidelines See framework design guidelines for designing libraries that extend and interact with .NET, to ensure API consistency and ease of use.
  • 👍 3
Post #1762 124
While selecting multiple objects you can write L(startPos, endPos) in any position field to set those objects with equal distances.

No need to write a custom editor script to lerp positions of selected objects.

https://twitter.com/M4nusPotax/status/1521472254177349633

#editortip #tip
Twitter M4nus While selecting multiple objects you can write L(startPos, endPos) in any position field to set those objects with equal distances. Learnt lately and it already proved really useful! #gamedev #indiedev #unitytips
  • 👍 2
Post #1759 104
Post #1754 92
Dependency Injection for Unity made by the developer of Zenject

UniDi is a Dependency Injection container for Unity and a continuation of Zenject/Extenject. The UniDi is a project that seeks to refactor Zenject in order to:
- Simplify maintenance
- Encourage contributions
- Split the work between multiple developers
- Maximize extensibility

https://github.com/UniDi/UniDi

#di #dicontainer
GitHub GitHub - UniDi/UniDi: Dependency Injection for Unity Dependency Injection for Unity. Contribute to UniDi/UniDi development by creating an account on GitHub.
  • 👍 3
Post #1753 90
Post #1752 98
Unity: Avoid Custom "ENABLE_X" Preprocessor Symbols

The problem begins when removing custom symbols which are prefixed with “ENABLE_”.
Unity will not remove custom symbols prefixed with “ENABLE_” from the .csproj files!

https://www.brutalhack.com/blog/unity-avoid-enable-preprocessor-symbols/

#tip #preprocessor
BrutalHack Unity: Avoid Custom "ENABLE_X" Preprocessor Symbols - BrutalHack Unity allows us to define custom scripting define symbols. Here we explain why you should avoid naming them with the "ENABLE_" prefix.
  • 👍 3
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