• A Vector3 is normally not flagged as serializable

    #UnityTips A Vector3 is normally not flagged as serializable, therefore we need to create our own version.This one will automatically convert between Vector3 an

  • Correct the handedness of a mesh

    #UnityTips Correct the handedness of a mesh (right hand to left hand) by swapping the sign on an odd number of axis. Unity is left hand!Do this by scaling all v

  • When using InvokeRepeating use the nameof operator to avoid bugs

    #Unitytips When using InvokeRepeating use the nameof operator to avoid bugs later on when renaming the called method. The same applies to Invoke #gamedev #indi

  • Get your debug.log messages in your own in game console

    #UnityTips Get your debug.log messages in your own in game console with Application.logMessageReceived += Yourmethod Do not forget to unsubstribe with -= in th

  • Keep your serialization values when refactoring variable names

    #UnityTips Keep your serialization values when refactoring variable names by using the attribute [FormerlySerializedAs] from the UnityEngine.Serialization names

  • right click the name in the inspector preview window to undock it

    #UnityTips Mindblowing! You can right click the name in the inspector preview window to undock it! 🤯 #gamedev #indiedev pic.twitter.com/QJgvvMXHEz — Bi

  • ProBuilder has an option to show measurements

    #UnityTips Did you know #ProBuilder has an option to show measurements? Activate it under Tools -> ProBuilder -> Dimensions Overlay -> Show It will sh

  • debug messages stand out and easier to read by using colors

    #UnityTips Make your debug messages stand out and easier to read by using colors.Debug.Log("The next word is <color=red>red</color>");#gemdev #indie

  • RecalculateNormals() and RecalculateBounds()

    #UnityTips Whenever you tinker around with a mesh you should not forget to call RecalculateNormals() and RecalculateBounds() at the end.#gamedev #indiedev #cod

  • Transitioning editor-like camera movement

    Transitioning editor-like camera movement from the old to the new input system. Context handler functions may create some overhead, but you can configure input

  • Camera behaviour

    #UnityTips Camera behavior like in the #Unity editor is actually just a few lines of code and could look similar to this 👇#gamedev #indiedev pic.twitter