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All of our UnityTips

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  • #unitytips Know your scale: Did you know that the levels on the channel strip represent the dbVU scale (analog scale!) and not the digital dbFS scale?
    Important to keep that in mind when mastering your files to 0db so you dont have to adjust in #unity3d again.#audio #gamedev pic.twitter.com/l6kBcjF2OO

    — Binary Impact (@BinaryImpactG) August 13, 2019

  • #unitytips Having a kinematic rigidbody detect collision with a collider without a rigidbody? No problem. You can set "Enable Kinematic Static Pairs" to allow kinematic rigidbodies to get callbacks on collisions with static colliders in your Project Settings. #gamedev #indiedev pic.twitter.com/pUtdqnFwg0

    — Binary Impact (@BinaryImpactG) August 6, 2019

  • #unitytips Assigning groups is not only for strategy games! In the #unity3d editor you can use ctrl + alt + number to store groups and ctrl + shift + number to recall them. #gamedev #indiedev #madewithunity #shotcuts pic.twitter.com/5NWpQpbAQe

    — Binary Impact (@BinaryImpactG) July 30, 2019

  • #unitytips You can define preprocessor symbols directly in your #unity3d project settings. An easy way to control what gets build. #gamedev #indiedev pic.twitter.com/ptZc6ASVcz

    — Binary Impact (@BinaryImpactG) July 23, 2019

  • Not only applicable in #unity3d but a valuable tip for every #csharp script. Use the null conditional to shorten the null checks. Keep in mind to declare your variables as nullable if you use a return value from one of those checks. #unitytips #programming pic.twitter.com/hI3o38aC9x

    — Binary Impact (@BinaryImpactG) July 16, 2019

  • #unitytips You can use the UNITY_EDITOR macro to strip testing code when building your project. #gamedev #indiedev pic.twitter.com/rpmMrBWVJT

    — Binary Impact (@BinaryImpactG) July 9, 2019

  • #unitytips You can only delete a masternode in the #shadergraph after you set a new one to active. #madewithunity #indiedev #gamedev pic.twitter.com/oPjqkSooms

    — Binary Impact (@BinaryImpactG) July 2, 2019

  • Need to pause your game on a specific frame or function to debug it? Use Debug.Break() in your code! #unitytips #madewithunity #bazookasaurus #pixelart by @tscholdes pic.twitter.com/I6Lt727mOB

    — Binary Impact (@BinaryImpactG) June 25, 2019

  • #unitytips How to make a #sprite #animation. Create your multiple sprite asset with the spriteeditor. Drag & Drop it to the scene, name the animation and thats it. Animation by @Tscholdes #indiedev #gamedev pic.twitter.com/gr1gPeLS7T

    — Binary Impact (@BinaryImpactG) June 18, 2019

  • #unitytips To gain access to the new custom function node go to the packagemanager window and expand the #shadergraph package. Update to the 5.13 version which is still unverified. #unity3d #gamedev #indiedev pic.twitter.com/M3ahoYCZSp

    — Binary Impact (@BinaryImpactG) June 11, 2019

  • #unitytips Randomize the starting point of an #animation to give a more natural feeling to a tiled animation with just one line of #code:
    gameObject.GetComponent() .Play(0,-1, Random.value);#indiedev #gamedev pic.twitter.com/D7FPiqwRFw

    — Binary Impact (@BinaryImpactG) June 4, 2019

  • #unitytips Did you know you can use the inspectors debug view to keep track of all variables in a class? No more Debug.Log() for everything #gamedev #indiedev pic.twitter.com/t3SnnNxVi9

    — Binary Impact (@BinaryImpactG) May 28, 2019

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