I often have to switch to the debug view of the inspector to check out backing fields and other hidden stuff. I find it very helpful to just have both views at the same time.
- Click on the tiny hamburger button on the top right corner.
- Choose “Add Tabs”
- Choose “Inspector”
- Repeat as many times as you like.
Lerp, or linear interpolation, is a super useful function we all love. However, I often see devs use it in some weird way. I feel like they never bothered to read the documentation. Well, these devs probably didn’t. Here is an example of how not to use Lerp right.
transform.position = Vector3.Lerp(transform.position, endPoint, Time.deltaTime * speed);
I have seen it in random online tutorials, on Unity Answers and StackOverflow. If you know how it works, then you know the code example above makes no sense! Let’s discuss why. (more…)
We all have been there tweaking a scene, making a ton of changes just to realize we are in PlayMode for the whole time. It is frustrating. Let’s not make the same mistake over and over.
We can set Playmode tint in Edit -> Preferences -> Colors to something extreme like red. Our eyes will just stop us from making any serious changes during PlayMode.
Comparing tags is a thing we all do in every game project at some point but not everyone seems to know about the existence of
CompareTag. Unity could really have done a better job documenting this useful method.
In short, use
obj.CompareTag("someTag") instead of string comparisions such as
CompareTag is much faster and will log an error if a tag is not defined, which is a very good thing.
In case of comparing against a list, use
list.FirstOrDefault(t=>obj.CompareTag(t))!=null rather than something like
list.Contains(obj.tag) for the same reasons.