Custom gizmos with OnDrawGizmos
Did you know that by implementing OnDrawGizmos() method in your scripts you can draw a custom gizmo?
Last time we talked about how to use icons' settings to assign...
Use icons to see invisible object on scene
Your game scene may consist of objects that are visible on your scene view (like mesh) and objects that are not visible there (like script holders). You may find yourself...
Use CustomEditor to customize your script inspector
When your scripts are getting bigger, then usually the number of properties is greater too. Unity, by default, is using the most generic way to display these properties...
Use decorator drawers to improve inspector view of your scripts
If you're writing a custom script then most probably you want to manipulate its public field values from the Inspector. By default, the Inspector fields are placed next...
Use Debug.Break() to pause Unity editor from the code
You can pause your game from the editor any time you want. But did you know that you can trigger the pause from the code based on some condition?
There's a console...
Use unitypackage files to share part of your project
Did you know that there's an easier way to share your Unity project files than zipping it all into a single archive? Check the unitypackage file format!
Unitypackage is...
ExecuteInEditMode will run your script in edit mode
You might be familiar with the workflow that all of your game scripts are working only when you hit the Play button. Did you know that you can force some scripts to...