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All of our UnityTips

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  • #UnityTips Just so we are all aware, this exists:https://t.co/oF8Lj8XOOx

    A component that creates a virtual Mouse device and drives its input from gamepad-style inputs. This effectively adds a software mouse cursor. pic.twitter.com/6rOIXtU5sL

    — Binary Impact (@BinaryImpactG) February 11, 2025

  • #UnityTips You can generate a list of shader variants that the Editor uses in the Scene:

    Go to Edit > Project Settings > Graphics.

    See how many shaders and variants you have under "Shader Loading".

    Select Save to asset… to create a shader variant collection asset.#gamedev pic.twitter.com/fbI3MVbNEF

    — Binary Impact (@BinaryImpactG) February 4, 2025

  • #UnityTip

    When you create resources in code, make it a habbit to name them, otherwise you may look at a list like this in your memory profiler.

    Also remember to release anything you allocated to avoid leaks!#gamedev #indiedev pic.twitter.com/7qjFjN2lvP

    — Binary Impact (@BinaryImpactG) January 28, 2025

  • #UnityTips With the Memory Profiler package you can easily detect where exactly a memory heavy asset was used.
    Install it via the Package Manager for this and many more useful applications! pic.twitter.com/rPcjGOfffs

    — Binary Impact (@BinaryImpactG) January 21, 2025

  • #UnityTips After renaming fields/ introducing a new one, all prefabs using the script should be updated before pushing the changes to your repository.

    Use this code to reserialize all prefabs at once with one click. pic.twitter.com/0oEx1LQI4v

    — Binary Impact (@BinaryImpactG) January 14, 2025

  • #UnityTips
    Have you ever seen this warning about color primaries when importing an mp4 video in Unity?

    This means the video is missing the color space metadata that Unity expects. FFmpeg can fix it with the command in the image.

    (Command as text in first reply) #indiedev pic.twitter.com/RBDI9pEx6X

    — Binary Impact (@BinaryImpactG) January 7, 2025

  • #UnityTips The folks over @unitygames recently released an optimization guides for console, PC, mobile, web, and XR.

    Maybe it is worth a read over the holidays 😉

    Merry Xmas everyone!https://t.co/TR4tp71nwM

    — Binary Impact (@BinaryImpactG) December 24, 2024

  • #UnityTips Your localization tables lose their addressable group reference?
    You can fix them by marking the appropriate assets as Addressables & open the Addressables Analyzer windows.
    Select Analyze Rules -> Fixable Rules and run it with „Fix Selected Rules“!#gamedev #indiedev pic.twitter.com/qNgFSmLrSs

    — Binary Impact (@BinaryImpactG) December 17, 2024

  • #UnityTips Try to avoid absolute path notations in your packages. It’ll make moving them very tedious.

    Try to use assembly definitions or relative path notations instead. The package will be movable to a different location with much less effort.#gamedev #indiedev pic.twitter.com/gFqqPnGsNy

    — Binary Impact (@BinaryImpactG) December 10, 2024

  • #UnityTips

    Ever struggeling with a mess of material duplicates in your projects? Maybe it is time to get familiar with material variants!

    Find the variant window in the top right of the inspector with a material selected and configure away!#indiedev #gamedev pic.twitter.com/C6t8NSvOG9

    — Binary Impact (@BinaryImpactG) December 3, 2024

  • #UnityTips Debug.Assert expects you to enter a condition and lets you print an error message to the console if the condition you entered returns false.

    Assertions are often a better choice than a Debug.Log call.#gamedev #indiedev pic.twitter.com/1FPvbl2YGz

    — Binary Impact (@BinaryImpactG) November 26, 2024

  • #UnityTips

    Remember occlusion culling? Boost performance trough a spatial structure to determine visibility?

    It became a lot easier in Unity 6 with GPU occlusion culling.

    Set up the GPU resident drawer and enable GPU occlusion culling in the URP renderer!#indiedev #gamedev pic.twitter.com/k55uz79tUK

    — Binary Impact (@BinaryImpactG) November 19, 2024

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