If you have ever been annoyed by stuttery camera movement when using the flythrough camera mode in the Scene view in Unity's editor, this fix might work for you!
Unity's lack of standardized support for project wide and per-user settings can be a bit frustrating. This article discusses an alternative to what is currently provided and includes a class that can be used to expose settings for use at runtime or in the editor with minimal effort.
This simple plug-in for Unity's Editor logs how long it takes to compile script changes and perform domain reloads to quickly spot potential issues that can affect iteration times.
This small plug-in for Unity's editor makes it possible to easily navigate backward or forward through recently selected objects and view their properties in the editor's Inspector window.
While the singleton design pattern seems like it should be simple enough to implement, in larger applications issues often arise from more complex object initialization. In this article, I'll cover singleton implementations for use in both Unity's editor and at runtime and discuss several potential issues with each.
Since Unity does not provide a way to disable its automatic import of files such as Blender's .blend files, I thought I'd try to find a workaround that would still allow me to keep these files inside a Unity project's Assets folder.
I've never really liked Unity's handling of Blender files, so after doing a bit of research, I decided to write a custom importer for glTF files. It actually turned out to be less work than I thought it would be, and being able to extend the importer with additional custom properties has been very useful!
I really like the flat-shaded, low-poly style especially when combined with nice lighting. Unfortunately, the simplest, most common approach to achieving this look is far from optimal. In this article I'll cover ways for achieving this look more optimally in Unity using its scriptable and standard rendering pipelines.
Using Git for version control in a Unity project requires a small amount of initial setup, but it can all be done quickly using the command-line client. This article covers initializing a new project using Git with Large File Storage (LFS) to handle the substantial number of binary files required by game development.
One of the nice things about using Git for version control on a Unity project is the large number of free and paid clients to choose from. In this article, I'll review a few of the options that I've tried while working on past projects.
There are several version control options available when working on Unity projects. In this article, I'll review a few of the ones that I have used in the past and discuss the option I finally chose for my current project. If you're not already using some form of version control for your project, I strongly recommend giving at least one of these a try!