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All of our UnityTips

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  • #UnityTips
    Insider Edition 01 of 25 by @WaynGames

    DOTS isn't just ECS you can boost performance damatically with Burst and Jobs, even in your MonoBehaviour code!

    Remember, ECS isn't a silver bullet – sometimes, OOP is still the right tool for the job.#indiedev #agmedev pic.twitter.com/DnYgPH3vU5

    — Binary Impact (@BinaryImpactG) October 14, 2025

  • #UnityTips

    Deleted assets from your #Unity3d project before they were added to version control? Accidentally deleted the wrong folder? Deleted too many files?

    Restore them from the windows Recycling Bin! Don't forget the meta files!#gamedev #indiedev pic.twitter.com/OyIY88gobB

    — Binary Impact (@BinaryImpactG) October 7, 2025

  • #UnityTips

    Last week we talked about Keywords in Shadergraph. Heres a little 101:

    – boolean Keyword: Toggle features on/off ️
    – enum Keyword: Switch between modes
    – Definition: Control how it's compiled (tune runtime vs. build-time) ️#gamedev #indiedev pic.twitter.com/z5Q9ExkfyD

    — Binary Impact (@BinaryImpactG) September 30, 2025

  • #UnityTips

    In Shader Graph you can use Keywords to create different shader variants. For quality levels, optional features, or performance tweaks. Keep your shaders flexible and efficient!

    Check out the docu: https://t.co/ax9S0DtH4q#indiedev #gamedev pic.twitter.com/D2ZsctBkuZ

    — Binary Impact (@BinaryImpactG) September 23, 2025

  • #UnityTips

    Here are some Play Mode tricks for you:

    – ctrl/cmd + p ➡️ Start/stop Play Mode ▶️
    – ctrl/cmd + shift + p ➡️ Pause ⏸️
    – ctrl/cmd + alt + p ➡️ Step one frame forward ⏩

    With complementary rubber duckies!#gamedev #indiedev pic.twitter.com/baGBZFItlp

    — Binary Impact (@BinaryImpactG) September 16, 2025

  • #UnityTips

    Standard ScriptableObject icons are boring?

    You can set custom icons for your ScriptableObjects by placing them into a Gizmos folder and name them "[SOClassName] Icon.png"!

    Check the image for more details! #gamedev #indiedev pic.twitter.com/Qlzbgz2DPl

    — Binary Impact (@BinaryImpactG) September 9, 2025

  • #UnityTips

    From version 6.1 of the @unity engine onwards you can select the physics engine!

    Right now, options are a bit limited out of the box… #Gamedev #Indiedev pic.twitter.com/T9O0dxbX3r

    — Binary Impact (@BinaryImpactG) September 2, 2025

  • #UnityTips

    Git add by pattern

    Git supports patterns to add multiple files at once.
    Example: commit all assets in the Loca folder and all subfolders:
    git add **/Loca/**

    See the image below for more examples & placeholder details!#gamedev #indiedev pic.twitter.com/6GC1CTjQYI

    — Binary Impact (@BinaryImpactG) August 26, 2025

  • #UnityTips

    You can enable Flow Events in the Profiler to get a better understanding of dependencies between worker threads.

    Enable it trough the three dots as shown in the screenshot!#gamedev #indiedev pic.twitter.com/sTSkobPjKM

    — Binary Impact (@BinaryImpactG) August 12, 2025

  • #Unitytips

    Smells fishy? Extending last weeks tip you can use mesh particles with the Visual Effects Graph and the Shadergraph to make a school of fish!

    Make sure to enable the experimental option for the visual effects from the preferences!#gamedev #indiedev pic.twitter.com/KgluxR7k49

    — Binary Impact (@BinaryImpactG) July 15, 2025

  • #UnityTips

    Use the option to animate vertices from a shader through ShaderGraph to add life to your games and projects.

    Check out the video to see how we brought some fish to life!#indiedev #gamedev #vfx #fishtip pic.twitter.com/gSImTg7jiY

    — Binary Impact (@BinaryImpactG) July 8, 2025

  • #UnityTips

    ScriptableObjects are perfect for shared data like scores, health, or settings.

    Avoid static variables and gain full control with inspector-editable, reusable assets.

    Keep in mind, these are minimal examples!#Unity3D #GameDev #IndieDev pic.twitter.com/duIK3PzUDv

    — Binary Impact (@BinaryImpactG) June 17, 2025

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