Ben Traje
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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).
  • 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

VFX

Hair

Shortcuts

  • Ctrl+P Play
  • Shift+Space to Fullscreen A Panel

Demo

Game Jams

  • Ludum Dare

Dev Log

    1. 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.