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Unity Info Dump
01 Feb 26 (2mo ago)
Just a place to dump info before I categorize them.
- Unity Compiling/Reloading Domain/Scene Takes a Ridicilous amount of time. Okay, this can actually be lessed by disabling it in the settings. Under
Project Settings>Editor - Better to use the sorting layer in the tile map later rather than adjusting per position
- using gridblockers with the help of the layer but not the sorting layer
- Cannot use fonts directly. Like drag it. Need to Create > TextMeshPro > Font Asset > SDF.
- Not imported. Need to use FindObject byType. Otherwise use singleton again in unity. haha. So easy to refer.
- for some reason the spritses are automatically cut in unity (how?)
- Ha! You can drop in the default ProBuilder shapes by using
Shift+LMB. I can finally create a perfect sphere immediately. - rigibody 2d freeze rotation to prevent the infinite spinning.
- Shift+Spacebar to Fullscreen a Panel
- Reduce Gizmo Icons.
- Time.deltaTime is always in input controllers unless using rigidbody which relies on linear velocity
- Need to hit record for the animator timeline to work.
- You can double click the timeline(after stopping the record) and you go to the animator view. And this is actually the timeline I am familiar of with other DCC
- File>Build Profile. Needed for the switch scene.
- 2d stuff
- window>2d>tilepallete
- game object>tile map >rectangular rather than manually adding component.
- for 2D sprite: in the animation tab. you can just drag the sprite immediate. no need for the property. unless you want to animate the propetery itself.
- point (no filter): filter mode diay for sprites.
- animation panel sample rate. samples. usually hidden by default in newer version
- some packages that can be remove: timelines, visual scripting, multiplayer scripting, jetbains rider editor, test framework
- using System.Collections.Generic; to use the List
- cinemachine. cinemachine follow. cinemachine hard look at
- OnTriggerEnter2D. on CollissionEnter
- Rule of Thumb:
- Use
Update: For user input (keystrokes), simple timers, and non-physics movement (changing transform.position directly). - Use
FixedUpdate: For anything involving a Rigidbody (velocity, forces, gravity).
- Use
- getMouseButton(0). equivalent to LMB and Mouse.
- greyboxing. prototype ProBuilder
- unity tagsystem
- unity animation event for mecanim system where you can trigger a script based on the time within the animation.
- Need the Animator Window to have the player move condition: Its not in the code: the just handle the variable to be set in the condition in the animator
- Need to click the arrow to show the connection:
- Unity do not have a built-in UV editor but it has UV viewer (which is okay for me for checking problem).
Shading
- There is no mix node in the shader graph. Use LERP instead.
- Video Brackeys. Grass Sway in Unity.
- Fur Texturing: https://www.youtube.com/watch?v=mZELRHOnxI8
- Same with that terrain texturing so if muddy ang ground, muddy pud ang texture
- Triplanar https://www.youtube.com/shorts/3CacZ5KJfhs
VFX
- Okay. Cloth in Unity is to be deprecated (Announced in 2024), since its mostly single threaded. There is a paid plugin that is pretty much the standard now, Magica Cloth 2
- Jiggle Physics
- vertex deformation or jiggle physics using bone:
Hair
Shortcuts
- Ctrl+P Play
- Shift+Space to Fullscreen A Panel
Demo
Game Jams
- Ludum Dare
Dev Log
-
- Okay. Haha. I thought setting up a third person controller is a done deal but it's somewhat complicated than I thought
- For example, I had a character that jumps as he walks. so its not a separate action. I have a front and when he walks and run, he also jump!
- I checked some Unity project and it seems like I have separate the root motion of jumpign with the animation. This is so when I jump, the collider jump, and the jump animation too.
- Currently, jump/run animation triggered but the collider is still on the ground lol
- Also there is another feature control not only for the character but the camera following the character.
- Okay you can just use the Standard Assets Character Controllers. Replace the Mesh and the Avatar config. Works. For standard characters. I have redone it but as to recreating the animation based on the characters own animation. STill lost.