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  • #UnityTips Did you know that some physics functions have a NonAlloc variant?

    If memory consumption / garbage collection is an issue in you project, try this! Be aware that it comes with a slight increase in execution time!

    Works for most overlap and *cast methods.#gamedev pic.twitter.com/DBpj2U8BWR

    — Binary Impact (@BinaryImpactG) May 31, 2022

  • #UnityTips in the latest version (2022.1 alpha) layer highlighting in the collision matrix in the project settings was added ❤️

    It's the little things!#gamedev #indiedev pic.twitter.com/jhVjxzpG4w

    — Binary Impact (@BinaryImpactG) October 5, 2021

  • #UnityTips Need to check your game for missing colliders? Try the Physics Debugger!

    It might have some issues here and there but its still immensely helpful for a first impression of a given level!
    Window->Analysis->Physics Debugger#gamedev #indiedev pic.twitter.com/I1ZdpWxVII

    — Binary Impact (@BinaryImpactG) September 22, 2020

  • #UnityTips How to check if a layermask contains a certain layer.

    Here is a simple way, explanations in the image ⬇️ #gamedev #csharp #indiedev pic.twitter.com/VLVoHBUFGB

    — Binary Impact (@BinaryImpactG) June 9, 2020

  • #UnityTips Extending our tip from last week here is a quick reminder:

    Using TryGetComponent will not allocate memory in case it fails and is available since 2019.2. #gamedev #indiedev pic.twitter.com/7o3nvdTBDI

    — Binary Impact (@BinaryImpactG) May 26, 2020

  • #UnityTips Good to know, so you are not looking for this edge case:

    A rigidbody collects the collision events of its children to handle them.
    So if you have a script expecting a collision callback on a child you need a workaround like this ⬇️
    #gamedev #indiedev pic.twitter.com/HSA8QYRQlE

    — Binary Impact (@BinaryImpactG) May 19, 2020

  • #UnityTips Use collider geometry you can see in your scene and this snippet to hide it in play mode and build.

    That way its visible while you work on it and you cant forget to hide it manually.

    Of course here it makes no sense, it is just an example 😉#indiedev #gamedev pic.twitter.com/VkndgLkieD

    — Binary Impact (@BinaryImpactG) April 7, 2020

  • #unitytips Do you miss collisions on fast moving objects?
    Set the collision detection to continuous in the attached Rigidbody to catch them.
    The image explains the difference between discrete and continuous collision detection.#gamedev #indiedev pic.twitter.com/GWjLNBk1EE

    — Binary Impact (@BinaryImpactG) February 4, 2020

  • #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 Mind the difference between setting transform.position and rigidbody.MovePosition() when moving your kinematic objects. Setting trasform.position skips the physics step. #gamedev #indiedev #physics pic.twitter.com/JS52fRlPgp

    — Binary Impact (@BinaryImpactG) September 3, 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

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