• Version 0.1.0b30

    The focus of our work for this version was split in two major areas. First and foremost we wanted to get the demo ready for steam. In which we succeeded! The d

  • You can fully collapse and expand objects in your hierachy by alt-clicking them

    #UnityTips you can fully collapse and expand objects in your hierachy by alt-clicking them.Especially useful while working with characters with lots of bones

  • Using TryGetComponent will not allocate memory in case it fails and is available since 2019.2

    #UnityTips Extending our tip from last week here is a quick reminder:Using TryGetComponent will not allocate memory in case it fails and is available since 2019

  • Good to know, so you are not looking for this edge case

    #UnityTips Good to know, so you are not looking for this edge case:A rigidbody collects the collision events of its children to handle them.So if you have a scr

  • Version 0.1.0b25

    During the last weeks we've been creeping in our home offices to finally present you a new version of our demo. Not only can you now play a new level, but we h

  • Use the ProBuilderize feature to transform any prefab model to a probuilder mesh

    #UnityTips Use the ProBuilderize feature to transform any prefab model to a probuilder mesh. This lets you edit the vertices or the UV mapping with the #ProBuil

  • You can disable the UI layer for the sceneview in the „Layers“ dropdown

    #UnityTip If you are annoyed by clicking the UI by mistake when selecting objects in your scene you can disable the UI layer for the sceneview in the "Laye

  • A simple way to visualize an AudioFile on an emissive textur

    #UnityTips Here is a simple way to visualize an AudioFile on an emissive textur.Just use the AudioSource.GetData and calculate an average over your samples.Use

  • Another very simple use of ScriptableObjects is a self-contained variable stored in your assets

    #UnityTips Another very simple use of ScriptableObjects is a self-contained variable stored in your assets.It lets you define new GameVars directly in the edito

  • New Unity Tips Page

    Now you can find all our Unity Tips on one well organized page and the best thing is: You can even filter by the topics that interest you the most: Unity Tips

  • If you need to check if a GameObject is active, mind the difference between activeSelf and activeInHierarchy

    #UnityTip If you need to check if a GameObject is active, mind the difference between activeSelf and activeInHierarchy. You might get unexpected results.More De

  • Use collider geometry you can see in your scene and this snippet to hide it in play mode and build

    #UnityTips Use collider geometry you can see in your scene and this snippet to hide it in play mode and build.That way its visible while you work on it and you

  • Do not forget to set an object to dirty when modifying public data with an editor script

    #UnityTips Do not forget to set an object to dirty when modifying public data with an editor script.Switching to Play Mode or restarting will NOT serialize it!F

  • Pimp up your particle effect with texture sheet animations

    #UnityTips Pimp up your particle effect with texture sheet animations. 💨Set the texture, enable texture sheet animation and set the correct tile size.Th

  • How to store control overrides made in the new input system to the PlayerPrefs and load it again.

    #UnityTips A little #code heavy today.How to store control overrides made in the new input system to the PlayerPrefs and load it again.Call LoadControlOverrides