You can also use this #unitytips@unitytips for default MonoBehaviour references when adding them to GameObjects (it only works in editor). #gamedev#indiedev
In #unity's Editor, you can assign asset references directly to "c# scripts" since scripts are assets too. Super useful when developing tools since you normally don't have an object to assign stuff to #unitytips#gamedev#tools#indiedev
When you use UnityEngine.Object fields in your classes you can drag and reference any Unity's object into them so you can perform custom logic depending the type of the object #unitytips#unity3d#unity#unity2d
You can even use it to reference to an interface from different sources (ScriptableObject or MonoBehaviour) #unitytips#unity#unity3d#unity2d (add an extension method to simplify that access)
Create custom tools to interact with #unityecs worlds in runtime using the #unity's Editor #unitytips#gamedev https://t.co/FO6L27aCd9 with #github project example.
Command & Conquer Remaster: "Today we are proud to announce that alongside the launch of the Remastered Collection, @EA will be releasing the TiberianDawn.dll and RedAlert.dll and their corresponding source code under the GPL version 3.0 license." 🎉https://t.co/JkSp32u3Yh
During Bankin’ Bacon development we ended up using both @Unity3d’s legacy Input System and new Input System,
read here our experience with them: https://t.co/6yogQlmAXA #gamedev#indiedev#unity#unity3d