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All of our UnityTips

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  • #UnityTips Setting position and rotation is much easier with the built in method „SetPositionAndRotation“ 🤯

    AND it is more efficient! 😎#gamedev #indiedev pic.twitter.com/V4i4o1PMOo

    — Binary Impact (@BinaryImpactG) January 17, 2023

  • #UnityTips You can speed up entering playmode for most of your projects by enabling the Enter Play Mode Settings.
    Go to Project Settings > Editor & check the box for Enter Play Mode Options.

    Use the options there and speed up entering playmode by up to 90% 🤯#gamedev #indiedev pic.twitter.com/bmKtuC5rDL

    — Binary Impact (@BinaryImpactG) January 10, 2023

  • #UnityTips Instantiate is mostly used to return a GameObject. But since it is a generic method of the Object class it can also return a transform.

    Depending on what you really need, this may save you a few lines of code and a few access calls.#gamedev #indiedev pic.twitter.com/Ik8tOBVdwm

    — Binary Impact ✈️ Unity Unite (Kopenhagen) (@BinaryImpactG) October 18, 2022

  • #UnityTips Use ProfilerMarker to mark up script code blocks for the Profiler.

    The information is then displayed in the CPU Profiler & can be also captured with Recorder.

    This helps to get #performance overview of different parts of code and identify issues.#gamedev #indiedev pic.twitter.com/e8hJCjRYWG

    — Binary Impact ✈️ Unity Unite (Kopenhagen) (@BinaryImpactG) October 11, 2022

  • #UnityTips If your foliage looks weird in #HDRP maybe you forgot to set the Diffusion Profile in the material.

    There is a default foliage preset which comes with the HDRP template.#indiedev #gamedev pic.twitter.com/R1ph4BYf5a

    — Binary Impact (@BinaryImpactG) July 19, 2022

  • #UnityTips For a "TV" in your scene showing other parts of the same scene, you may run into an expensive setup.

    This script can adjust your 2nd camera to not be so resource hungry. It lets you start & stop the additional rendering when you need it.#gamedev #indiedev #coding pic.twitter.com/MhXjZFndTc

    — Binary Impact (@BinaryImpactG) February 1, 2022

  • #UnityTips Certain Developers still use unnecessary long switch case constructions.

    This is a much better way utilizing an abstract base class implement all functionality in the derivatives and just call the base class. 👇#gamedev #indiedev #coding pic.twitter.com/56ptAYP7xo

    — Binary Impact (@BinaryImpactG) January 25, 2022

  • #UnityTips Give your fire animations more impact by using a script on a point light!

    Let the light dance in a random pattern to simulate the movement of the flames and make the lighting and shadows more interesting.

    Link to the code: https://t.co/wWuzsqIG7B#gamedev #indiedev pic.twitter.com/g7e4egTWlm

    — Binary Impact (@BinaryImpactG) January 18, 2022

  • #unitytips Be aware of the difference:

    Renderer.material(s) instantiates a new object, which are not garbage collected. You have to destroy it, to avoid memory leaks!

    Renderer.sharedMaterial(s) are shared between all objects, changing it will change all instances.#gamedev

    — Binary Impact (@BinaryImpactG) December 14, 2021

  • #UnityTips This is a short helper script that distributes the workload of baking multiple Reflection Probes over multiple frames.https://t.co/XttQTMNHXp#gamedev #indiedev #rendering pic.twitter.com/kBIVNPaNpu

    — Binary Impact (@BinaryImpactG) November 16, 2021

  • #UnityTips Reflection probes have a high impact on your performance.

    Try using as few as possible and set the resolution to the lowest setting that still looks good.

    Avoiding per-frame updates helps a lot! Also try culling masks and texture compression…#indiedev #gamedev

    — Binary Impact (@BinaryImpactG) November 9, 2021

  • #UnityTips Did you know that empty Update, LateUpdate and other magic functions impact your #performance?

    If you are looking for the last bit of optimization, watch out for those!

    More information: https://t.co/3tzT7jLyOJ#indiedev #indiegame

    — Binary Impact (@BinaryImpactG) October 19, 2021

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