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All of our UnityTips

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  • #UnityTips Need to spread objects evenly along a transform?

    Use the L(-1,1) command to linearly distribute them between point – and 1. Great for fast level layout, modular environments, and procedural placement workflows.

    Example from our game https://t.co/jHgXjTydZn#gamedev pic.twitter.com/3DAoRF0zTl

    — Binary Impact (@BinaryImpactG) May 19, 2026

  • #UnityTip
    When dressing a scene, add slight random rotation to props for a more natural look.

    Select multiple objects and enter +=R(-5,5) in the Y rotation field to randomize instantly.

    Example from our game Forensics Crime Scene Detective: https://t.co/jhbQst98bO#gamedev pic.twitter.com/fiXt5IrnC4

    — Binary Impact (@BinaryImpactG) May 12, 2026

  • #UnityTips

    Unity 6.4 starts the move from InstanceID to EntityId.

    That means EntityId is now the preferred identifier for Unity objects, and InstanceID APIs are deprecated.

    Also: don’t treat EntityId like a plain int.#gamedev #indiedev pic.twitter.com/GQwJEFoWAe

    — Binary Impact (@BinaryImpactG) May 5, 2026

  • #UnityTips

    HideFlags.DontSave is useful when an object should live outside normal scene saving. It won’t be saved to the Scene, it survives scene loads and you need to clean it up manually.

    Good to know:
    objects with HideFlags.DontSave won’t show up in Unity’s Find*ByType APIs. pic.twitter.com/nYOcsqbIVn

    — Binary Impact (@BinaryImpactG) April 28, 2026

  • #UnityTips

    URP includes a LightingComplexity debug view in the Rendering Debugger.

    It helps you see how many lights affect areas of the screen, making dense and potentially costly lighting setups much easier to spot.

    Very useful when tuning scene lighting.#gamedev #indiedev pic.twitter.com/2DSadPLlwl

    — Binary Impact (@BinaryImpactG) April 21, 2026

  • #UnityTips

    Pooling is not only a GameObject topic.

    For short-lived local copies like temporary List<T> instances, UnityEngine.Pool.ListPool<T> can help avoid unnecessary allocations.

    A nice use case for cleaner, more GC-friendly runtime code.#gamedev #indiedev pic.twitter.com/DYsk09lgrM

    — Binary Impact (@BinaryImpactG) April 14, 2026

  • #UnityTips

    Unity’s MonoBehaviour comes with didAwake and didStart.

    Very useful for guarding initialization flow.

    For example:
    Prevent changing values after Start() has already run, or ensure a handler executes before Awake().#gamedev #indiedev pic.twitter.com/PdiP8JYlCq

    — Binary Impact (@BinaryImpactG) April 7, 2026

  • #UnityTips
    Insider Ed. 25 of 25 by @raggune

    Switch any GameObject’s Inspector between Normal and Debug mode via the More Items (⋮) menu.

    Debug mode reveals all serialized fields even private ones and hidden references for deeper troubleshooting beyond the usual public view. pic.twitter.com/T86EGfI6CJ

    — Binary Impact (@BinaryImpactG) March 31, 2026

  • #UnityTips
    Insider Ed. 24 of 25 by us 🙂

    Your localization tables lose their addressable group reference?

    Fix: Mark the appropriate assets as Addressables and open the Addressables Analyzer windows.

    Select Analyze Rules -> Fixable Rules and run it with „Fix Selected Rules“! pic.twitter.com/iv0cg6l8UK

    — Binary Impact (@BinaryImpactG) March 24, 2026

  • #UnityTips
    Insider Ed. 23 of 25 by us 🙂

    Just so we are all aware that there is a VirtualMouseInput class.

    A component that creates a virtual Mouse device and drives its input from gamepad-style inputs. This effectively adds a software mouse cursor.#gamedev #indiedev pic.twitter.com/ebcxt25wzS

    — Binary Impact (@BinaryImpactG) March 17, 2026

  • #UnityTips
    Insider Ed. 22 of 25 by @kalobrien

    Sometimes the best way to solve a problem is to take a break and let your brain rest.#gamedev #indiedev pic.twitter.com/fvUBrbaWsn

    — Binary Impact (@BinaryImpactG) March 10, 2026

  • #UnityTips
    Insider Ed. 21 of 25 by @kalobrien

    Holding ctrl while scaling and object keeps it’s volume. Great for squash and stretch animation#gamedev #indiedev pic.twitter.com/UluZyXJCsG

    — Binary Impact (@BinaryImpactG) March 3, 2026

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