Debugging Web Services With Fiddler In Unity

In order to empower your Unity game with useful features like user accounts, leaderboards, achievements, and cloud saves, you are going to need a web service. Of course, you wouldn’t write one on your own, so most probably you’re thinking of using services like GameSparks or App42. If so, you should learn how to debug it. Having a […]

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Should you install Unity Cache Server on localhost?

Should You Install Unity Cache Server on localhost

Do you already know how to use Unity Cache Server? If you’re one of the maniacs trying to optimize every aspect of their development environment, then you most probably do! It’s a great solution for the teams that are working on large projects, especially for mobile devices. But does it make sense to install it for […]

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7 Ways to Keep Your Unity Project Organized

I saw a person on Quora the other day, asking how programmers are able to write projects that consist of over 10,000 lines of code. When software gets bigger, it is more difficult to maintain and that’s a fact. So here’s the thing – if you don’t keep your project organized, you’re going to have a hard time […]

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Using Visual Studio Code with Unity

Microsoft recently released Visual Studio Code, a cross-platform, lightweight IDE based on GitHub Atom worth considering as an alternative to MonoDevelop. Unity’s team has decided to stop distributing Unity with MonoDevelop for new Unity versions. Instead, you will get Visual Studio Community bundled. Unfortunately for Mac and Linux users, you’re still bound to use MonoDevelop as default. Let’s try something else! Don’t […]

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Understanding the Importance of Using Multiple Cameras in Unity

How to Use Multiple Cameras in Unity3D

From what I observe, many Unity users do not grasp the concept of using multiple Unity cameras on a single scene. “If I want to look from only one perspective, why do I need more than one camera?”. Saying that it makes perfect sense when more than one camera captures the scene from the same perspective makes it even more confusing. So why […]

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How to Make a Custom Editor Window in Unity

Today we will cover creating custom Unity editor windows. They can be used in many different ways. Most probably you know them from 3rd party assets. Even if you’re not an asset developer, creating custom windows may help you greatly with your game development! One of good examples of how the custom Unity editor window may be used is […]

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Mobile Optimization – Unity Profiler

Mobile Optimization with Unity Profiler

In the previous Mobile Optimization series post we talked about how important the batching is. We talked about how to use Unity Profiler in order to inspect how many batches are actually made. Now we will talk a little more about the Profiler itself. If you already know about it you may learn something new! The idea […]

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Mobile Optimization – Batching in Unity

Do you know what batching is? You may want to check out the Nvidia presentation Batch, Batch, Batch for some more details but long story short, batching the graphics data means to wrap it up into a single package and send it to the GPU in a single pass. Why does that matter to us? That’s […]

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Accessing Your Unity Game Logs

Unity allows you to log variety of messages into the Console window by using Debug.Log() function family. I don’t think that I need to convince anyone about how useful the logs are. However, did you know that when you’ve already built your application, you still are able to access your game logs? Accessing logs from the editor First things first. […]

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How to customize Unity script templates

When you’re creating a new script, Unity editor generates its contents and for C# script it uses the file name as the class name. It looks like this. using UnityEngine; using System.Collections; public class MyCustomScript : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update […]

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Rendering custom GUI on Scene view

If you’re using assets from the Asset Store then most probably you realized that some scripts introduce custom GUI elements inside the scene view. Custom GUI elements may be very helpful in many cases and they are also easy to implement! Today I’d like to show how to do this. First, you need to know when custom […]

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Hide or lock layer in Scene window

Have you ever found yourself in a situation that the object you’ve put into the scene can be selected too easily or is covering some other important scene objects? What can you do about it? Well, you can disable this object every time when you don’t want to see it. However, you can easily forget about enabling it when […]

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