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All of our UnityTips

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  • #UnityTips Unity 6 now includes Enhanced Multiplayer Networking!
    With lower latency and built-in server hosting options, creating seamless multiplayer experiences is easier than ever. Just use the new tools in the Networking package to get started fast!#gamedev #indiedev #Unity6 pic.twitter.com/e6zbXVFelM

    — Binary Impact (@BinaryImpactG) November 5, 2024

  • #UnityTips

    LOD Bias helps balance between visual quality and performance by shifting the distances at which different LODs are used:

    Higher Bias = more detail at a distance (better visuals, more processing)
    Lower Bias = less detail closer up (better performance)#gamedev pic.twitter.com/anWzz8Snmi

    — Binary Impact (@BinaryImpactG) October 29, 2024

  • #UnityTips

    GPU Resident Drawer is the built in cheat code for faster rendering in #Unity6 !

    It enables GPU Instancing in the Forward+ rendering path for MeshRenderers without the need for manual optimization.

    The setup is done in a few clicks, check the attached image! pic.twitter.com/5YEfonklV5

    — Binary Impact (@BinaryImpactG) October 22, 2024

  • #UnityTips Use QualitySettings.vSyncCount over Application.targetFrameRate for smoother frame pacing.

    vSync is hardware-based, targetFrameRate relies on software timing and can cause microstuttering.

    On Desktop/Web, keep vSyncCount > 0 to avoid stuttering!#gamedev #indiedev pic.twitter.com/qwEnxmMY8l

    — Binary Impact (@BinaryImpactG) October 15, 2024

  • #UnityTips Manage shader variants!

    Keywords like „multi_compile“ are always included in your build.

    Use „shader_feature“ instead, as it’s only included when referenced by materials!

    Reduce build size & time.

    Check keywords in the shader’s Inspector!

    #gamedev #indiedev pic.twitter.com/CS7nmlqtAi

    — Binary Impact (@BinaryImpactG) October 8, 2024

  • #Unitytips

    Cleaning up your projects with Assembly Definitions and now Unity tries to put your Editor scripts into your builds?

    Create an Assembly Definition in your Editor folder and set it to include only the Editor Platform. #indiedev #gamedev pic.twitter.com/WRxNa3y3KE

    — Binary Impact (@BinaryImpactG) October 1, 2024

  • #UnityTips You can check the UI Batching in the Profiler, it even states the reason why batching breaks.

    Remember that the order of objects in the hierarchy is important, some batching breaks might be solvable by just reordering your objects#gamedev #indiedev pic.twitter.com/tLi2ENpEam

    — Binary Impact (@BinaryImpactG) September 24, 2024

  • #UnityTips The Input System has a setting for supporting exclusive actions like Shift+B so it won’t trigger an action with just B

    Project Settings -> Input System Settings -> Enable Input Consumption

    Careful! Mind your action handling & warnings on enabling!#gamedev #indiedev pic.twitter.com/uiVCoH1jCY

    — Binary Impact (@BinaryImpactG) April 11, 2023

  • #unitytips Did you notice that onValueChanged is called for most UI elements when you directly set their value?

    This may lead to problems and/or loops. 😱

    Use Set[…]WithoutNotify to avoid calling onValueChanged.#indiedev #gamedev pic.twitter.com/BE6VlSUT4H

    — Binary Impact (@BinaryImpactG) April 4, 2023

  • #UnityTips Save on app size by cutting meshes in half and mirroring it in Unity. It works great on models with just a color material.#FBX also already supports it as well. A single instance of FbxMesh can be bound to multiple instances of FbxNode!#gamedev #indiedev pic.twitter.com/PzHmprkMk8

    — Binary Impact (@BinaryImpactG) March 28, 2023

  • Here is our test setup and our results 👇 pic.twitter.com/w678Kb95tz

    — Binary Impact (@BinaryImpactG) March 14, 2023

  • #UnityTips Did you know you can use yourList[ ^1 ] instead of yourList[ yourList.Count – 1 ] when accessing the last index?

    It uses the index operator and therefore is faster. #gamedev #indiedev pic.twitter.com/wmiuV4Vv2c

    — Binary Impact (@BinaryImpactG) February 7, 2023

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