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  • #UnityTips Check your HDRP settings with the RenderPipelineWizard. It will save you a lot of time!

    You find it under Window -> Analysis -> RenderPipelineWizard
    Alternatively Window -> RenderPipeline -> RenderPipelineWizard
    depending on your versions#gamedev #indiedev #hdrp pic.twitter.com/UOVbWh7EYu

    — Binary Impact (@BinaryImpactG) November 26, 2019

  • #UnityTips If you want to adjust the intensity of your lights in #hdrp you need the following lines and the UnityEngine.Experimental.Rendering.HDPipeline namespace. At least for now.
    Keep in mind that this will probably change in later versions of the pipeline.#gamedev #indiedev pic.twitter.com/zZzWXF6Obh

    — Binary Impact (@BinaryImpactG) November 19, 2019

  • #UnityTips Use OnDrawGizmos to add clickable icons to your scriptholding gameObjects in the editor. Very useful for level trigger volumes and such things!
    Keep in mind that only non transparent parts of your icon are clickable in the editor!#gamedev #indiedev pic.twitter.com/XS9ODnzBcP

    — Binary Impact (@BinaryImpactG) November 12, 2019

  • #Unitytips Do you know that problem when your button text child object does not follow the highlight of the button?
    A few lines of code can change that. Just attach a script like this to the text object.#gamedev #ui #indiedev #coding pic.twitter.com/8XqqdnA1mH

    — Binary Impact (@BinaryImpactG) November 5, 2019

  • #Unitytips Define your own UnityEvents with custom parameters by inherit from the UnityEvent class.
    Trigger public methods in other objects with drag and drop in the editor.#gamedev #indiedev pic.twitter.com/mhuitbjp5K

    — Binary Impact (@BinaryImpactG) October 29, 2019

  • #unitytips In some situations it is beneficial to not apply a force using world coordinates and instead apply it in the objects local coordinates.#physics #indiedev #gamedev pic.twitter.com/4arFdezgmH

    — Binary Impact (@BinaryImpactG) October 22, 2019

  • #unitytips You can adjust the render order of your multiple #visualeffectgraph subgraphs as simple as drag and drop the particle systems in the inspector.#vfx #gamedev #indiedev pic.twitter.com/HcuErC2b2b

    — Binary Impact (@BinaryImpactG) October 15, 2019

  • #unitytips Using a lot of nodes in your #VFXGraph ? You can always group them, give meaningful names and add sticky notes.
    This results in a good overview, documentation and makes your graph easy to understand for others #gamedev #indiedev pic.twitter.com/g6QjnKKcob

    — Binary Impact (@BinaryImpactG) October 8, 2019

  • #unitytips Do you want to draw gizmos or handles in your editor code even when the object is not selected in the hierarchy?
    Use the DrawGizmo attribute with the GizmoType.NotInSelectionHierarchy! In the gif as example on our SplineManager.#indiedev #editorcode #gamedev pic.twitter.com/WZ6Wl4q2Xb

    — Binary Impact (@BinaryImpactG) October 1, 2019

  • #unitytips Get a GameObject to point towards or “look at” another GO?
    Easy! Just hover the selected GO with active Rotate Tool selected and then hold ctrl + shift as you drag the Rotate Gizmo. While dragging, the GO will point towards every GO you hover.#gamedev #indiedev pic.twitter.com/uL8TL76iib

    — Binary Impact (@BinaryImpactG) September 24, 2019

  • #unitytips To execute something on an instantiated GameObject before Awake() and OnEnable()
    Just disable the prefab GameObject via SetActive before instantiating. #gamedev #indiedev pic.twitter.com/n96GaQ72z2

    — Binary Impact (@BinaryImpactG) September 17, 2019

  • #Unitytip Hitting CTRL – A for select all in big scenes or CTRL – B for build and run by mistake when actually wanting to hit something else? Thanks to #unity3d we can use the Shortcut Manager in the newer versions to disable or reasign all #shortcuts. #gamedev #indiedev pic.twitter.com/vy2W9AdbHg

    — Binary Impact (@BinaryImpactG) September 10, 2019

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