#UNityTIPS ON TWITTER
🌟In @unity3d 2019.1, post-processing is directly integrated into HDRP, with some custom effects specifically made for the Pipeline! 🌟— Kieran Colenutt 🔜 Annecy Film Festival (@kierancolenutt) May 21, 2019
It's now all contained in the Volume Settings!
Check out the video below to see what I mean! 😉#unitytips #unity3d #gamedev #indiedev pic.twitter.com/wtXEfQJMy7
Did you know that you can add scripts called StateMachineBehaviour on any Animator State? With these you can add some variation in your animations without extra effort!— Benjamin Drouin (@roasted_potatoe) May 19, 2019
Here's some examples in following posts.
And I would love to know if you have more ideas!#unity3d #unitytips pic.twitter.com/oNysEspGCS
🔔 Inspector #Unitytips 🔔— Liam Sorta ➡️ @Amazon, Seattle (@LiamSorta) March 12, 2019
This will take you 30 seconds and make your life so much easier.
🏆 Level up your inspector by spicing it up with some attributes.
Did you know you can run FUNCTIONS by right-clicking a field?! I'm doing this form now on #gamedev #indiedev #unity3d pic.twitter.com/46aH5auatt
It's easier than ever to add a nice outline renderpass to your stack with #unity3d s' new Light Weight Render Pipeline (package version 5.9+). Create you own Renderer Asset and hook up a custom renderpass. Outline Shadergraph in the thread.#UnityTips #gamedev #lwrp pic.twitter.com/HtLsYUNDsX— Jan Löhr (@_janloehr) April 23, 2019
New to using Unity's 2D side and confused as to why your art/sprites are blurry or aren't as sharp as they should be after importing? Make sure to set the filter mode to Point(No Filter) for a crisp looking sprite! #unitytips #gamedev #indiedev #IndieGameDev #gameart pic.twitter.com/ZzclsTcTur— ✪ Kal CorgiBits ✪ (@kalobrienz) February 26, 2019
Unity has an option to send collision events even on kinematic and static objects! Just remember, it's only the collision events that get activated, they are not actually colliding! #unitytips #madewithunity #unity3d #IndieGameDev pic.twitter.com/NmxT9UNecZ— WAYWARD STUDIOS (@wayward_st) April 23, 2019
Finished my tutorial on grass shaders! Uses a geometry shader to generate the blades, and tessellation to control the density. #unity3d #unitytips #gamedev #opensource— Roystan (@roystanhonks) April 1, 2019
loink >> https://t.co/Uh2dMAh7X7
If ya wanna support >> https://t.co/4IGssIUYGA | https://t.co/Iyrq2zttf4 pic.twitter.com/g8jlggY9Ry
Did you know that you can save selections and switch between them?— ToughNutToCrack (@tntcproject) April 23, 2019
Just use cmd + alt + number (or ctrl + alt + number) for save and
cmd + shift + number (or ctrl + shift + number) for load.#unitytips #unity3d #tntc #gamedev #indiedev pic.twitter.com/DIrMihqmNx
Using your own custom Renderer with the Lightweight Render Pipeline is super duper easy!— John O'Reilly @ FMX (@John_O_Really) April 23, 2019
To create your own go to Create > Rendering > Lightweight RP > Forward Renderer.
Here I'm using my custom render to overwrite how the mage renders to depth, super handy for UI. #UnityTips pic.twitter.com/AouuzaFFdm
Aight time for some #unitytips letsgo— Hannah Rose (@hannaesthetic) April 29, 2019
For those of you who never tried it because you're worried it's complicated, split screen in #Unity3D is stupidly straightforward.
Here's a 40 second demo of how it works! All you need is two cameras, and a couple of values changed! pic.twitter.com/FBuenVFjK1
🌟Here's another #VisualEffectGraph Unity tip for #UnityTips Tuesday:— John O'Reilly @ FMX (@John_O_Really) March 12, 2019
The "Probability Sampling" node allows you to set weight for multiple different values.
In this demonstration I set a 5/100 probability for the particles to be pink, and a 2/10 probility to spawn smaller: pic.twitter.com/2UCP2dB29j
Today's post will be about #unitytips, I use ctrl+shift shortcut quite a lot when designing a level, it enables auto snapping of a dragged object to other objects and terrain, it save a lot of time previously spent on a placement.#gamedev #indiedev pic.twitter.com/L3zyFRpxvb— The Serpent Rogue (@TheSerpentRogue) May 1, 2019
Since #unity 2019.1 we can make life easier for ourselves with global and specific tools. All you have to do is inherit from EditorTools and use the EditorTool attribute.— WAYWARD STUDIOS (@wayward_st) May 7, 2019
Take a look at the Docs to learn more: https://t.co/aR3ZH8GXtF#unitytips #madewithunity #gamedev #indiedev pic.twitter.com/S1LYkQ35oC
#UnityTips Tuesday! You might know the "F" key focuses the Scene view on the selected GameObject, but did you know Shift + F locks it to moving GameObjects? Useful for watching characters elsewhere in your level! More navigation tips in the docs here: https://t.co/IyJ2QVuWTO pic.twitter.com/Z9P8YOruye— UnityDocs (@UnityDocs) April 30, 2019
WOAAAAAA!!! #Unity3d has no GC allocs for getting collision contacts anymore with a new GetContacts(contactsBuffer) method in 2018.3! Been waiting this for ages. This is like the only reason I need to expedite my move to 2018 now :) #unitytips pic.twitter.com/NWSGjwMIwy— Ivan 🏜️⛰️🏜️🏍️💨 (@Nothke) December 16, 2018
❗️Any GameObjects using the "EditorOnly" tag will be left out of your build, allowing you to better organise your scenes with:— John OoOoo'Reilly 🧛♂️ (@John_O_Really) December 4, 2018
• Section Headers,
• Empty Parent GameObjects,
• Design notes for your team!
Here's a video showing some examples + how to set it up😃#UnityTips pic.twitter.com/JySOGqGjlt
Never underestimate the power of simple grid lines when setting up shots!— Charles Martin (@CharlieM1725) November 20, 2018
Using a UI canvas and transparent grid sprite, I was easily able to create a basic grid for my camera/s. #unitytips #madewithunity #cinematics #animation #gamedev pic.twitter.com/qAoEVvoGi8
For easily level creation, you can create a Editor window, for saving the items position into a ScriptableObject and then load throw script in the different levels (for cases when you share scenes)#unitytips #madewithunity #Unity @unity3d @madewithunity pic.twitter.com/sxu24MS8uS— Alex Fdez (@ThatsAllex) November 20, 2018
⭐️ Are you having 2D Overlapping issues in @unity3d? No worries!— Sykoo (@SykooSam) November 13, 2018
You can fix it very EASILY through the Unified Settings window.
Enter 'Edit › Settings › Graphics', change Transparent Sort Mode and Axis, and voilà! #unity #unity3d #unitytips #gamedev #indiedev pic.twitter.com/Q2cfrrWfSB
There is a way to execute code in your scripts without having to create an empty GameObject with a MonoBehaviour. The [RuntimeInitializeOnLoadMethod] command allows you to execute methods before and after the scene loads. Useful to do some initialization and cleanup. #unitytips pic.twitter.com/eHTjboEvej— Arturo Nereu (@arturonereu) November 20, 2018
OMFG some frustrating moment in Unity trying to Debug.Log a value and look at the changes had me wishing I could just plot it, then I remembered AnimationCurves exist so I misused it as a debugging tool, SO HELPFUL I wish I did this years ago #UniteLA #Unitytips #GameDev #unity pic.twitter.com/PBiqz6qOKg— Sterling Crispin 🕊️ (@sterlingcrispin) October 20, 2018
When Lighting a Scene in Unity, the Volume Settings have 2 default "Volume profiles", one for Baked and one for Realtime Lighting!💡— Kieran "Count" Colenuttula 🧛♂️ (@kierancolenutt) October 23, 2018
Simply assign the same Volume Profile for a uniform Visual Environment output across both lighting methods! 🤙#unitytips #gamedev #unity pic.twitter.com/VajqWXSqUO
🎥The Unity Recorder package is a really powerful tool for rendering videos, gifs and images straight from the game view. It even slows down game time to allow you to render at 4k 60fps! #UnityTips— John OoOoo'Reilly 👻 (@John_O_Really) October 16, 2018
⬇️Here's a quick video showing how to install and set up the Unity Recorder: pic.twitter.com/m4RHgBOT3d
Instead of starting from zero creating a custom post processing profile, you can bring one from @unity3d's sample projects and just import it to your project, then you can continue customizing to fit your art direction. #unitytips pic.twitter.com/4hcezMdHsa— Arturo Nereu (志達) (@arturonereu) October 16, 2018
#UnityTips Navigating complex scene hierarchies? You can hold Alt and left-click the topmost parent to expand or collapse all of its nested children. Holding Ctrl while dragging objects in the scene will snap them based on settings defined in the editor.#gamedev #madewithunity pic.twitter.com/tl0golM0d2— Alice Hinton-Jones (@AliceHintonJ) October 16, 2018
Using @unity3d, You can enable the visualisation of Light Probes in your scene to further debug your Lighting. This helps to recognise what light is being captured by the light probes 💡— Kieran "Count" Colenuttula 🧛♂️ (@kierancolenutt) October 2, 2018
Thanks @CiroContns for informing me about this useful feature! 🙌#unitytips #gamedev pic.twitter.com/VFDDuWkNsN
Would you like to speed up your workflow & keep multiple component settings consistent across your project? Well you can (hooray!) with ✨Presets✨ :D Speed up those workflows & help your team(s) stay consistent :D #unitytips #unity3d https://t.co/1Z9oFMa8xS pic.twitter.com/MHvhnxgVfO— Liz Mercuri 🌻 (@FragFox) September 11, 2018
Another bomb dropping in 2018.3 📦— Ciro Continisio ☕️ (@CiroContns) September 10, 2018
It's easy to add a custom package to Unity, meaning you can create shared assets and scripts and re-use them in different projects, share them with the team, etc.
Here I create a useless package as a demo, bear with me 😅#unitytips #unity3d pic.twitter.com/ZTsFbXluqh
Making GIFs for your game? Capture high quality GIF frames directly from @Unity3d using Time.captureFramerate, save to disk sequenced by frame number, assemble into GIF on the CLI w/ ImageMagick's convert. #indiedev #unitytips pic.twitter.com/Fd6zPACcyd— Robert Wahler@Dragon Con (@robertwahler) August 28, 2018
I have used Unity for years and only now just started using the Light Explorer, can you believe it! 😲— Kieran Colenutt Unity (@kierancolenutt) August 21, 2018
I have found this incredibly useful in managing and manipulating lighting within my scene, especially in HD RP, as lighting can be incredibly important 👌 #unitytips #gamedev pic.twitter.com/jR6P65BbFR
It's #UnityTips Tuesday again! 👩🎓— John O'Reilly 💜 (@John_O_Really) August 21, 2018
If you're making a lot of shaders in Shader Graph, you can organise your shaders by using the blackboard.
Here I just double clicked the grey underscore, and typed "Examples/Flag" to nest it in the dropdown 😄 pic.twitter.com/OzVMu6on5Z
It is possible to inspect the size of your assets in your build. After building your project, go to the console menu and select the "Open Editor Log" option do a quick search for "Build Report" and you can see what assets are taking what percentage of the total size. #UnityTips pic.twitter.com/hr3UjtJT1K— Arturo Nereu (志達) (@arturonereu) August 14, 2018
Did you know you can create your own custom HD Render Pipeline Assets which are suited to your graphical needs!— Kieran Colenutt Unity (@kierancolenutt) August 7, 2018
Its never been easier to swap out HD pipeline Assets to achieve custom graphical presets 👌
Just drag and drop your preconfigured Asset and you're sorted #Unitytips pic.twitter.com/VQ18tuxxXU
Super Time Saver: If you switch between platforms often, consider using the Unity Cache Server (locally). I’ve saved months of time just switching between platforms with Cache Server enabled. I set a custom directory on my local drive(s) for maximum perf. #unitytips pic.twitter.com/C4WnD3Wu4f— Elliott Mitchell 📡 🛸 🍻 (@Mrt3D) August 1, 2018
In ShaderGraph, you can get the OpaqueTexture of the screen by just declaring a Property called _CameraOpaqueTexture. The LW pipeline will fill it in the final shader.— Ciro Continisio ☕️ (@CiroContns) July 31, 2018
With it, you can create refraction shaders super easy!!#unitytips #unity3d #shader pic.twitter.com/uh5NMSERvh
You can add Unity messages(OnTriggerEnter2D, OnCollisionStay, etc) to your code without having to remember their signatures. Simply use the Ctrl+Shift+M shortcut for a list of available Unity messages and @VisualStudio will do it for you! #unitytips #vstips pic.twitter.com/Ph1LamR6Yg— Arturo Nereu (志達) (@arturonereu) July 31, 2018
Today in Shader Graph I created a UV panning node that I wanted to use again, so I just selected all the relevant nodes, right clicked, and selected "Convert to Sub-graph" - after saving you can then re-use it in any other shader! #UnityTips #Unity3D pic.twitter.com/qdmI67co7E— John O'Reilly (@John_O_Really) July 24, 2018
Do you want to modify the base of the scripts/shaders that Unity creates? You can edit the templates to add comments, functions, etc. Simply locate the Editor\Data\Resources\ScriptTemplates folder under your Unity install. #unitytips pic.twitter.com/Y1rcXFwfty— Arturo Nereu (志達) (@arturonereu) July 24, 2018