You Need To Know These Unity Tips!

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These Unity tips and tricks should save you hours of time and should also speed up game development! I've found these very helpful myself in the past few months, so I wanted to share.

A lot of credit goes to Tarodev, whose videos have quickly become some of my favorite on YouTube for their interesting information and compact design. Here are links to the two videos of his that I mentioned in this video:

Enter Play Mode Faster in Unity! Speed Up Development Time [Unity Tutorial]

Animate Like A Programmer

Also here is GameDevGuide's video, I pretty much have the same praise for him. Well edited, informative videos that don't waste your time.

Speed Up Compile Times in Unity with Assembly Definitions

Thanks for watching

Couch Combat on Steam:

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I've worked in games from AAA to just myself. "Kit bashing" is my default for any game I am working on by myself. Its just buying assets and using them - isn't that what they are for?

MichaelGGarry
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1:07 I recommend keeping the Reload Scene option on since it doesn't take much time unless your scene is extremely large. Disabling domain reload does speed up entering play mode significantly, but the biggest problem is that Unity no longer resets static fields for you. An easy way to do so yourself is to create a function in your scripts that resets this value and add the attribute to make sure this function is automatically called when you reload.

gamecells
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OH MY GOD, the faster loading of the scene is i had like 20 seconds startup time! THANKS!! <3 <3 <3

durrium
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It wasn't until 8 minutes in I realised this is a small channel. Very good video, keep it up and you'll go far ♥

TheAsbjrn
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On the topic of script compilation, there is an option to disable compilation while in play mode! I find this super nice as I'll often work on a script while in play mode and that way I don't have to leave play mode, wait until it's done, save the script, wait till that compiles, and then wait as I reenter play mode to test something properly. I find disabling this much more convenient, and there's also no chance of weird errors that only occured cause you recompiled while playing.

LucasDenhof
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nice vid, btw I also loved the devlog series of couch combat it was my favorite devlog series ever fr bro love the stuff man, keep it up

ShaugrithShaugrith
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glad to see a tarodev mention. I absolutely cannot follow code monkey tutorials their too long, often broken and have you watch like 5 other videos beforehand. we need more tarodevs

dynogamergurl
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Wow great Video👍, i did not knew about the presets, xD that sounds super handy. I will definitly mention that in my next tips video 😃

wares
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Great video! For kitbashing and using visual assets in general, some devs slightly modify the kits or apply different shaders to suit their game's style better. It might cost a bit, but if you either don't have the skill or don't want to invest that much time to learn it or to create it yourself, I'd say buying good quality assets and saving yourself the time is a great tradeoff.

dreamisover
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I started using Plastic and loved it. I have it running on one of my network servers. I love the direct integration w/Unity and the fact that is was made for large file sizes.

AsylumD
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On the topic of recompiling scripts, the asset store has free asset called "background recompiler", or something similar. It recompiles code right away after you saved it in IDE of your choice, without the need to tab back to Unity. Personally it saves me decent amount of time when I hop between multiple scripts in VS Code, for example, and when I'm done with them and go back in engine, they're already recompiled. Plus having assembly defenitions speeds that up even more.

Amricium
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what's you opinion about "Cloud build" service? (running in player/editor is ok for me, but build time takes a lot of time and resources)

halivudestevez
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For the animation from any state:

That's what the "Any State" node is for.
Code can still be easier.


About legacy animation system: it was deprecated but unity decided to keep it because it was much more light weight. I believe it is no longer deprecated.

Regarding kitbashing and cost: your time is the most expensive resource. The money I spend on assets doesn't even get close to that gained value.

thygrrr
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can you make a video about What should I know to enter a game development company the esentials

ShiNyChiDoRi
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I don't know if this is right, but recently I have had much more success in unity due to chat gpt, and its ability to code WAY better than me, it made unity much easier to use because of it.

Bulkyrowen
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2:00 There is, its actuly simple, you slit your scripts into different assemblies and then if you change something in one script it does not recompile the other unrelated scripts/assemblies

adamhelberg
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please i beg/bag (idk) you add new weapon/map and multiplayer to couch combat :'(

terxonemusic
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Just make a bunch of simple scripts and put them in every new project you make.
You have no Idea how far OnSpawn, Delay, and Despawn scripts can get you when starting out

RedBloxStudios
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Should rename the video "Why you should use Godot instead"

SpellMenderDev
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Im so glad i have 4mil GB of DDR19 ram. My loading times are only 5mins

cubbucca