Senior Unity Developer specializing in multiplayer & mobile games. Building performance-minded games with Unity, C#, Mirror, and .NET. Remote-ready with US overlap.
When you start working on a real-time multiplayer game, the idea might seem simple, but it can escalate quickly. That happened when we started giving form to Rumble Racer with the Blyts team.
Running the Profiler in Unity is a great way to understand what is happening in our game, but when a frame is not performing well, it’s not always obvious why. We have to capture the data, inspect the timeline, and dig through samples to find the culprit.
When you are building a game, app, or experience using WebGL in Unity, there are chances that you may want to redirect the user to a different page, depending on the flow of your site.
Talking with the team about this warning realized there is a lot of confussion among new Unity developers around how to properly inherit a class that inherits itself from MonoBehaviour and keep the Update, Start, Awake and other parent’s methods working properly (OnEnabled, OnDisabled, LateUpdate, FixedUpdate and so on). When you just use autocomplete to create the methods, in the child class you…
I was integrating a 2D Unity game into a larger project, that was using Raycast to detect what object in the screen the user was clicking on, and the app had the option “Queries Start In Colliders” disabled (in Project Settings>Physics 2D). With this setting disabled colliders don’t work, so following recomendations in the forums, I had to change the implementation to use Physics2D.OverlapPoint…
When you are integrating one project within another or moving scenes between projects, you cannot have the same GUID in two elements, so if you don’t change it, Unity will do it for you.
I needed to let the user navigate a map using two fingers in devices, so I wrote this class you can attach to your camera in any 2D game. Also works with the mouse’s right button so you can test it out in the editor.