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  • #UnityTips You can use #csharp ReadOnlySpan to avoid heap allocation which is expensive for the garbage collector.

    Here is a simple example code to show the usage 👇

    Bonus tip: also a very nice example for the range operator!#gamedev #indiedev pic.twitter.com/tLkD3esJcp

    — Binary Impact (@BinaryImpactG) September 12, 2023

  • #UnityTips Instead of using FindObjectsOfType, use FindObjectsByType which was added in recent unity version.

    It is taking a sortMode as a parameter and setting this to FindObjectsSortMode.None skips sorting the array and runs significantly faster.#indiedev #gamedev pic.twitter.com/XbpB5sag83

    — Binary Impact (@BinaryImpactG) September 5, 2023

  • #UnityTips

    Did you ever build an editor window with the content not growing to size with the new UI tools in #Unity3D?

    Maybe you forgot to add flex-grow: 1 to the TemplateContainer like we did.

    We got the tip from here: https://t.co/lD8Xihhe63#indiedev #gamedev pic.twitter.com/f48C5brMRm

    — Binary Impact (@BinaryImpactG) August 29, 2023

  • #UnityTips today live from #gamescom2023

    When using a lot of TextMeshPro, consider this hint from their documentation:
    SetText() formats strings with numbers in a way that avoids unnecessary garbage collection.
    https://t.co/CRotGlkQPy
    #gamedev #indiedev pic.twitter.com/xEYmHAj0UY

    — Binary Impact (@BinaryImpactG) August 22, 2023

  • #UnityTips Tuesday! Let’s go!

    Are you tired of being forced in the game view when hitting Play?

    Try to right click the play button to reveal an option to deactivate that feature.#gamedev #indiedev pic.twitter.com/MOAiFrkwdN

    — Binary Impact @ gamescom 10.2 (@BinaryImpactG) August 15, 2023

  • #UnityTips You can save your complex search queries to your project and commit them to your repository so other team members can use them to find your assets.

    Especially useful for artists to share which assets should be used!#gamedev #indiedev pic.twitter.com/kvQsZW7P1k

    — Binary Impact @ gamescom 10.2 (@BinaryImpactG) August 8, 2023

  • #UnityTips Changing the Unity timescale might sometimes bring more problems then the gain from it.

    With something like this you can implement your own timescale and pause your game without actually changing Unitys timescale 👇#gamedev #indiedev pic.twitter.com/DTnxnwSa2D

    — Binary Impact (@BinaryImpactG) August 1, 2023

  • #UnityTips Today we got another good use of tuples for you!

    You can use them to create named arguments 🤯#gamedev #indiedev pic.twitter.com/5JcjrQsuc2

    — Binary Impact (@BinaryImpactG) July 25, 2023

  • #UnityTips If you have nav meshes that are not physically connected don’t be desperate!

    You can make a connection which can be navigated by adding an „OffMeshLink“ component!#gamedev #indiedev pic.twitter.com/HjBzoJolQ5

    — Binary Impact (@BinaryImpactG) July 18, 2023

  • #unitytips Did you know interfaces can be generic?

    In our example we have a serialization implementation for saving and loading all kinds of object to and from JSON!#gamedev #indiedev pic.twitter.com/hA295g9fBN

    — Binary Impact (@BinaryImpactG) July 11, 2023

  • #UnityTips Be careful when using the default keyword with quaternions!

    In our example we highlighted some issues that may arise and also one possible solution using linq (which will be a lot faster with the upcoming support of newer versions of dotnet)#gamedev #indiedev pic.twitter.com/OXSuoMreq8

    — Binary Impact (@BinaryImpactG) July 4, 2023

  • #UnityTips Version 2022.3 allows you to delete prefab children while outside prefab mode and now has this neat box to replace prefabs easily.#indiedev #gamedev pic.twitter.com/5nmg6pgchu

    — Binary Impact (@BinaryImpactG) June 27, 2023

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