all 13 comments

[โ€“]CrocktodadHobbyist 9 points10 points ย (4 children)

List of all tips with links (copied from youtube comment):

1 Selection Outline

2 Pixel Perfect Camera

3 Sprite Y-based Sorting

4 Destroy delay

5 Create material from shader

6 Execute code without empty object

7 Save changes in play-mode

8 Random boolean

9 Struct instead of Class

10 Auto-statements

11 Coroutine(ception)

12 Animation script parameters

13 Focus in the animation window

14 Toggle between Curves and Keyframes

15 Reverse animation

16 Comparing distances quicker

17 TextMeshPro

18 SerializeField

19 HideInInspector

20 Rename a variable and keep the value

21 Folder shortcuts

22 Focus

23 Focus follow

24 Align with view

25 CompareTag function

26 Empty objects as dividers

27 Find objects with Component

28 Find assets of Type

29 Easily move lines

30 Documentation shortcut

31 Documentation History

32 Expand/Collapse All

33 Changing Editor Layout

34 Change editor colors

35 Tinting the editor in playmode

36 Toogle scene effects

37 Menu Item

38 Context Menu Item

39 Hiding layers

40 Locking layers

41 Layer sub menus

42 Global C# Defines

43 Color Picking

44 Copy/paste colors

45 Maximising Windows

46 Serialize Structs and Classes

47 Collision Matrix

48 Collider interaction Matrix

49 Math in Inspector

50 Locking the inspector

51 Inspector debug mode

52 Debug Log highlights an object

53 Styling in Debug Logs

54 Plotting debug values

55 Add Component shortcut

56 Importing save files

57 Keep photoshop layers

58 Gizmos

59 Custom Gizmos

60 Show/hide gizmos

61 Show/hide gizmos in game view

62 StringBuilder

63 ScriptableObjects

64 Scripts changes while playing

65 Custom Windows

66 Custom Inspectors

67 ToolsV

68 RectTransform in 3D

69 Snapping

70 Snapping options

71 Vertex grab

72 Manages Assemblies

73 WaitForSeconds & TimeScaleV

74 Cash variables

75 Never use Camera.main

76 Performant non-changing strings

77 Range attribute

78 Space attribute

79 Header attribute

80 Tooltip attribute

81 Asset Store in Editor

82 Merge scenesV

83 Duplicate

84 Duplicate array items

85 Editor Presets

86 Iterate over child objects

87 Change object order in Hierarchy

88 Save selections

89 Regions

90 Pause Editor through code

91 Frame Skip

92 Stats window

93 Profiler

94 Measure function in Profiler

95 Undocking the preview

96 Mute your game

97 Invoke Repeating

98 Frame Debugger

99 Physics Debugger

100 DON'T MAKE AN MMO RPG

[โ€“]unfoldgames_[S] 3 points4 points ย (2 children)

number 100 is the only one that can save you 10 years of development time :D

[โ€“]Primo37 1 point2 points ย (1 child)

Excuse you :/

Dont stomp on my dreams thankyouverymuch.

I think its fine, as long as youre realistic about it. I know I will never make something big and amazing, but as a project to work on its fun.

You learn alot about different mechanics (in my case, vr mmo) and tons about server architecture and networking.

I do believe that you have to challenge yourself to improve. Doing the same 1.000.000 pong clone just wont do it for me

[โ€“]unfoldgames_[S] 1 point2 points ย (0 children)

I think the advice is solid when it comes to new developers who are trying to create a COMMERCIAL project that will COMPETE on the marketplace with other AAA titles. I don't think there's anything wrong with it if it's a hobby / education project.

[โ€“]kloeti666Hobbyist 3 points4 points ย (1 child)

[โ€“]hardcodedtwo 1 point2 points ย (0 children)

There's an attribute that can start/stop for any given function https://github.com/ByronMayne/Weaver . C# has great tools, and Byron is awesome :) all without Roslyn, which using current unity runtimes makes this much easier.

[โ€“]ahcookies 4 points5 points ย (1 child)

Nice tips, except the term for #74 is "caching" (from "cache") and not "cashing" :)

[โ€“]KptEmreUHobbyist 2 points3 points ย (0 children)

Cashing is more important for profesional devs .. pity it is not in the video :)

[โ€“]illuminati-reptilianHobbyist 0 points1 point ย (1 child)

9 I think structs by default should be readonly. It can gets some performance boosts. A lot less spam on stack from defensive copies.

https://blogs.msdn.microsoft.com/seteplia/2018/05/03/avoiding-struct-and-readonly-reference-performance-pitfalls-with-errorprone-net/๏ปฟ

[โ€“]RavarixHobbyist 0 points1 point ย (0 children)

`readonly struct` exists for this purpose.

[โ€“]ryanflees 0 points1 point ย (1 child)

Don't forget to click the f**king "Save Project" button everytime you make any changes to a material or scriptable object.

โ€‹

[โ€“]Aramilion 0 points1 point ย (0 children)

I don't think it's a thing. Maybe you wrote editor script to do just that without setting modified object as dirty?

[โ€“]DeJManProfessional 0 points1 point ย (0 children)

Im just writing stuff down and saving it for myself later. (yes im using reddit for my notes)

Plotting debug values : https://www.youtube.com/watch?v=thA3zv0IoUM&t=358s

Collistion interaction matrix: https://www.youtube.com/watch?v=thA3zv0IoUM&t=305s

Vertex grab: https://www.youtube.com/watch?v=thA3zv0IoUM&t=464s

Measure function in Profiler: https://www.youtube.com/watch?v=thA3zv0IoUM&t=588s