Discover and read the best of Twitter Threads about #unitytips

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#UnityTips 5:

Game development can be difficult, but there are ways to increase your learning process 10x. Here are some things you can do to maximize your learning potential ๐Ÿงต

@samyam_youtube Image
Did you know Unity has their own learning platform ๐Ÿคฏ? And a great one at that!

You can access hundreds of lessons and explore different pathways for learning specialized content at learn.unity.com/pathways (1/7) Image
Tutorials are always great, but be careful not to get stuck on them! (2/7)
Read 9 tweets
#UnityTips 4:

Did you know these simple Unity tricks to increase productivity 100x? ๐Ÿงต

@samyam_youtube Image
โŒ› You can speed up in the scene view camera! That way you can adjust the speed and avoid missing the objects you are trying to zoom into. You can also Right Click and scroll the scroll wheel on the mouse to change the speed more easily! (1/7)
You can press โ€œFโ€ when you select an object in the Scene View to focus on it. You can press Shift+F to focus and zoom in to the object! (2/7)
Read 8 tweets
#UnityTips 3:

Unityโ€™s Newer Input System offers a ton of benefits over the old one, here are some cool reasons why you should be using the newer one ๐Ÿงต

@samyam_youtube Image
The new system is built on Scriptable Objects. This means it is designed for modularity and ease of use.

You start by creating an Input Action Asset (1/11)
From there you can add Actions (like Moving, Jumping) and their Bindings, or the controls that trigger them.

It supports multiple bindings per action. (2/11)
Read 12 tweets
#UnityTips 1:

๐ŸŽจ Pixel Art can look weird in Unity if you donโ€™t import it correctly. Here are some settings you can change to make your pixel art look better ๐Ÿงต

@samyam_youtube Image
When importing pixel art, make sure to pay attention to the resolution of your art.

Ideally, the size should be base 2, for example, 16x16,32x32,64x64,128x128, however, it is not necessary. Make sure it is a PNG with a transparent background. Tiles by @KenneyNL. (1/8) Image
In the import settings, select Sprite and then set the PPU (Pixels Per Unit) to the size of your pixel resolution. For example for a 64x64 image, you will put in 64. This is important for the pixels to be scaled correctly. (2/8) Image
Read 9 tweets
Slicing ANY mesh (visual) with 2 lines of HLSL.

if (dot(worldPos - planePos, planeNorm)) > 0.0
discard (the pixel, or clip alpha) โญ•๐ŸŒ 

Mesh back faces can be stencil masked with the plane to 'project' a texture as the clipped surface.

#unitytips #unity3d #gamedev #indiedev
Here's the shader graph version (ASE). โœจ
Just one line if you inline the discard/clip. ๐Ÿ˜ Image
This part is important for the texture projection (actually stencil masking). ImageImage
Read 3 tweets
#UnityTips: ๐Ÿ”ฅ Fluid 'simulation' trail shader. ๐Ÿซง

Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. โœจ

('fluid' is 100% rendered in the shader)

#unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart
In glorious, full screen 1080p. ๐Ÿคฉ
A still of the node graph. Have a look: ๐Ÿ‘€๐Ÿ“Š
Read 10 tweets
We hope you enjoyed all of @minionsart's #UnityTips and shader magic yesterday ๐Ÿค—

Thank you again for a great takeover โ™ฅ Make sure to give Joyce's website a visit, we've also compiled all the tips below so you can find them in one place ๐Ÿ˜Š
Read 5 tweets
Hi all! Here's my DOTS top ten for November in celebration of Unite 2022! Lots of new stuff! #gamedev #unity3d #unity3d @unitygames

1. In the Keynote we announced that ECS 1.0 will be in pre-release & ready for production alongside Unity 2022.2 this year
2. The Product Roadmap session had a deeper dive around DOTS and ECS that's worth checking out. @LaurentGibert
3. Stunlock talked about their use of DOTS in V Rising in a dedicated session unity.virtualeventsite.com/agenda-unite-2โ€ฆ (YouTube link coming later this month) @StunlockStudios
Read 11 tweets
4 years ago, we made a series of VFX breakdowns to share with our fellow indie game devs. While weโ€™re working on new ones, hereโ€™s a little recapโ€™ of the tutorials weโ€™ve made so far:
โฌ‡โฌ‡โฌ‡

#unitytips #madewithunity #tutorial #Unity3D #shader #indiegame #gamedev #gameart
Retrowave Image Effect Shader ๐Ÿ•น
Electric Arc Effectโšก
Read 8 tweets
Here is a list of free, open-sourced #Unity packages that iโ€™ve found very useful. Most of them are oriented to improve productivity. ๐Ÿงต[1/X]
#madewithunity #unitytips
1. Serializable Interface by @Chrusb, github.com/Thundernerd/Unโ€ฆ
This package allows you to serialize interfaces and select, in the inspector, a game object, asset or even C# classes that implement that interface.๐Ÿงต[2/X]
2. NaughtyAttributes by @DenisRizov, github.com/dbrizov/Naughtโ€ฆ
This one is pretty well known. It provides a lot of attributes to modify the looks of the inspector. Some of the most useful (IMO) attributes are shown in the images.๐Ÿงต[3/X]
Read 7 tweets
To celebrate the release of Entities 1.0 Experimental TODAY, enjoy this fresh top ten links to help you get up to speed!

1. 2022 Q3 DOTS roadmap update (@LaurentGibert )
forum.unity.com/threads/dots-dโ€ฆ

@unitygames @unity #UnityTips #unity3d #gamedev #gamedevelopment
2. Experimental Entities 1.0 is now available (@matt_fuad )
forum.unity.com/threads/experiโ€ฆ
3. Entities 1.0 developments from engineering (@jvalenzu )
forum.unity.com/threads/excitiโ€ฆ
Read 11 tweets
I wanted to finish this Takeover with something I get asked a lot: how do I set up my characters in Unity? So here is how to create, rig and animate simple characters all in Unity! I threw together a cute robot for this occasion ๐Ÿค–

#UnityTips @AlexStrook
Itโ€™s easy to create simple characters with basic primitives. Probuilder is useful too! For this character I used 4 models that I duplicated, scaled, rotated around to create this cute robot. It helps to think about animation at this step!
Once the model is done, I create empty gameobjects, and place them where the joints would rotate. These are the objects that will get animated, itโ€™s important to name them correctly for animation! Using front/side views helps with precise placement.
Read 6 tweets
#unitytips Let's talk singletons. Love or hate them, they're an extremely common pattern in Unity gamesโ€”for good reason. The engine itself even has some built-in! (kinda)

However, I often see developers implement the pattern in very error-prone or overly-complex ways.

(thread)
Consider the following example. It is representative of what you will typically see in tutorials and various other educational resources for Unity: Image
Simple as it may be, this has a number of glaring issues:

โ€ข If a singleton needs to access another singleton, it cannot reliably do so in Awake.
โ€ข The component needs to be manually placed in every scene.
โ€ข You need to manually implement the pattern for every singleton.
Read 26 tweets
Hey #IndieDevHour! ๐Ÿ‘‹

Today I added dithering to the Pixel-Light ๐Ÿ’ก shader for #BoneToPix

Mini-tutorial below ๐Ÿ‘‡๐Ÿงต

#GameDev #IndieDev #PixelArt #UnityTips
Previous thread with the start of the tutorial for per-texel cell lighting:

The main trick for this one is doing a 1:1 mapping of texels in our main texture to texels in the dithering lookup

Then bring it into the [-1,1] range and scale it.
The sampled offset is used in the CellLookup

Make sure your dithering lookup is set to wrapped for this to work Image
Read 4 tweets
๐Ÿ”ฝHow I made this cool "LED panel" effect in Unity
โš ๏ธDisclaimer: I have no idea what I'm actually doing

#madewithunity #unitytips #shader #vfx #unity
Now, the easiest way of doing this would be with a simple scrolling texture. However, if you need many different messages, you need many different textures, and file size can be a problem if you are targeting mobile platforms (which I'm doing)
So instead, I'm only going to use one "high res" mask texture, and keep all the other ones with a really small resolution, which scales better the more textures you need (I think that makes sense?)
Read 9 tweets
๐Ÿ“ฆLetโ€™s start with some of my favorite / recommended Unity packages! These are all instant-installs for me when setting up a new project, and provide plenty of use for whatever you might decide to work on!

Letโ€™s dive in! (threadโฌ‡๏ธ)
- @artofsully #unitytips
@artofsully ๐Ÿ“‚QHierarchy
Say goodbye to the boring default hierarchy and say hello to QHierarchy! Adjust colours for better visibility of groups, show more information through icons and text, and much more!๐ŸŒˆ
@artofsully โœจAMPLIFY SHADER EDITOR
@AmplifyCreates is my go-to shader editor for Unity! It's super intuitive and has excellent online documentation for everything you'd want to know.
BONUS: There's a whole collection of example shaders included to use and learn from!๐Ÿคฉ
Read 5 tweets
Hello Unity fam!๐Ÿ‘‹
My name is Fabian Willis (@FabianWillisArt), 3D Artist from Atlanta, and I will be your flight attendant on behalf of #Unity3D Airlines. Please ensure your electronic devices are not set to airplane mode as Iโ€™ll be sharing some #unitytips & tricks with you ๐Ÿงต
Some info about me:
๐Ÿ“ŒBeen learning 3D w/ Blender since 2018 & Unity gamedev since 2019
๐Ÿ“ŒMy art evolved from flat creations to low poly cel shaded characters & enviro design
๐Ÿ“ŒMy inspo comes from games Iโ€™ve played in my childhood: Zelda, Kingdom Hearts & Final Fantasy 9 & 10
.@HofmannDev & I (@FabianWillisArt) are working on a game like classics Jak & Daxter, Wind Waker, & Majoraโ€™s Mask. It features a main character called Demi, has a compelling plot, the gameplay of an action-adventure, & the mechanics of a 3D platformer๐Ÿ‘‡
twitch.tv/incarne
Read 5 tweets
In case you didnโ€™t know, thereโ€™s a very fun way to get more bang for your buck when using particle systems and custom shaders: custom vertex streams!

Letโ€™s take a look at what these are, and how we can use them for more advanced particle effects! ๐Ÿงต

@HarryAlisavakis #unitytips
@HarryAlisavakis As you already know, rendered models in Unity are made with triangles which consist of vertices. And vertices hold all essential information regarding these models, like their individual position, their UV coordinates or their vertex color!
The cool thing is that we can add any sort of arbitrary data to our vertices and use it in our custom shader however we like โœจ Thatโ€™s what custom vertex streams in particle systems allow us to do: pass particle-related information to our vertices that we can use as we please!
Read 12 tweets
Happy #unitytips Tuesday! Thought I'd share a ๐Ÿงต on something that should be super helpful for VFX artists!

It's about that "BlendAdd" blending mode, discussed at the famous Diablo VFX talk โœจ

Let's go~



#gamedev #unity3d
With Unity's "Standard Unlit" particles you have a "Rendering Mode" dropdown that gives you the options you can see below. Most of them are easy to guess what they do, but "Fade" and "Transparent" don't really communicate their differences.
It also doesn't help that the standard object shader also has these modes but act different; "Fade" completely fades the object away when alpha is 0, while "Transparent" keeps specular reflections when alpha is 0. That's not the case with unlit particles though (obvs)
Read 10 tweets
Sup Friends! Lets do some Editor Scripting! theres a whole bunch of cool tech unity have added over the last year or so thats SO worth knowing about. Lets buildsomething with...

- [SerializeReference]
- TypeCache
- SerializedObjects
- ReorderableArrays

exciting! #UnityTips
So heres the dream. We want to have a list of *things* that we can assign in the editor, and then at runtime we want to iterate though that list and do some *stuff*. its a simple idea! but untill recently, its been HELLA hard to implement something like this in unity!!
So lets look at the first part of that problem. we want a list of stuff! and stuff to go in the list! and a (hacky) way to get stuff in the list!

So, what we have here is simple, we got a MonoBehvaiour that has a List of KindOfStuff objects in it.
Read 17 tweets
Let's talk about @unity3d, and the execution order of its event functionsโ€”such as ๐š‚๐š๐šŠ๐š›๐š and ๐š„๐š™๐š๐šŠ๐š๐šŽ.

Trust me when I say that ...IT'S WAY MORE COMPLICATED THAN YOU THINK. ๐Ÿ˜ฌ

#gamedev #unitytips #madewithunity

๐Ÿงต๐Ÿ‘‡
๐Ÿ”น๐—™๐—ถ๐—ฟ๐˜€๐˜ ๐—ฆ๐—ฐ๐—ฒ๐—ป๐—ฒ ๐—น๐—ผ๐—ฎ๐—ฑ

1โƒฃ ๐™ฐ๐š ๐šŠ๐š”๐šŽ: always called before any ๐š‚๐š๐šŠ๐š›๐š & after a prefab is instantiated

2โƒฃ ๐™พ๐š—๐™ด๐š—๐šŠ๐š‹๐š•๐šŽ: called just after a ๐™ถ๐šŠ๐š–๐šŽ๐™พ๐š‹๐š“๐šŽ๐šŒ๐š is enabled (including when loaded, created, or a ๐™ผ๐š˜๐š—๐š˜๐™ฑ๐šŽ๐š‘๐šŠ๐šŸ๐š’๐š˜๐šž๐š› script is added)
๐Ÿ”น๐—•๐—ฒ๐—ณ๐—ผ๐—ฟ๐—ฒ ๐˜๐—ต๐—ฒ ๐—ณ๐—ถ๐—ฟ๐˜€๐˜ ๐—ณ๐—ฟ๐—ฎ๐—บ๐—ฒ ๐˜‚๐—ฝ๐—ฑ๐—ฎ๐˜๐—ฒ

3โƒฃ ๐š‚๐š๐šŠ๐š›๐š: called before the first frame update. This happens only if the script is enabled. ๐š‚๐š๐šŠ๐š›๐š can also be made into a coroutine by changing its return type to ๐™ธ๐™ด๐š—๐šž๐š–๐šŽ๐š›๐šŠ๐š๐š˜๐š›
Read 13 tweets
Sup Friends! lets build an editor tool together, we haven't done that in AGES! I need to preview a Texture2D in the inspector, and theres no easy way to do it without making a custom editor. Lets fix that by making a PropertyDrawer! Its going to look like this #UnityTips
If you dont know, Property Drawers let us customize the inspector by adding a Attribute tag onto a property. As an example, lets add a Range drawer onto the Face index in my example code. Range is built into unity and is a good demo of the power we get from PropertyDrawers~
So lets make our own! The goal is to make the texture thats assigned to the SelectedFace property draw in the inspector. We need to make a new PropertyAttribute that triggers the editor to draw the texture field exactly how we want.. Lets add one called TexturePreviewAttribute! ImageImage
Read 18 tweets
After using @unity3d for almost 10 years, I want to share the TEN small features that are really helping me develop games faster.

Starting with my favourite... ๐Ÿ˜Ž

1โƒฃ Inspector Maths

You can write ACTUAL mathematical expressions in the inspector! ๐Ÿคฏ

Check the other ones!

๐Ÿงต๐Ÿ‘‡
2โƒฃ Animation Curves

Unity supports a super easy way to create smooth paths through ANIMATION CURVES. Perfect for blending & animating properties.

Creation:
public AnimationCurve Curve;

Usage:
float x = Curve.Evaluate(t);

#unitytips

docs.unity3d.com/ScriptReferencโ€ฆ
3โƒฃ Gradients

The equivalent of AnimationCurve for colours is Gradient. You can use it to create and sample smooth gradients.

Creation:
public Gradient Gradient;

Usage:
Color c = Gradient.Evaluate(t);

#unitytips

docs.unity3d.com/ScriptReferencโ€ฆ
Read 10 tweets
Unity NavMeshes! We've recently switched to them from our old custom A* pathfinding solution, and we've found it super fast, robust and accurate. Here's a few #UnityTips to help you make the most out of the NavMesh API
(thread)
#madewithunity
NavMeshAgents are great to get something working quickly, but they're a bit limited & prescriptive when dealing with finely tuned movement & steering. Instead, we use CalculatePath, passing the result to our own character controllers. No agents necessary!
docs.unity3d.com/ScriptReferencโ€ฆ
Consider using NavMesh.SamplePosition instead of just passing your source and destination positions directly! This way our AI can create a best effort path even if the player or enemy positions aren't directly sitting on the NavMesh itself
Read 6 tweets

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