NaughtyAttributes
unity-actions
NaughtyAttributes | unity-actions | |
---|---|---|
36 | 19 | |
4,688 | 1,011 | |
2.6% | 2.3% | |
0.0 | 1.3 | |
over 1 year ago | about 2 years ago | |
C# | Mathematica | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
NaughtyAttributes
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How do you implement static string, I use it like this but im not sure if it's a good way
NaughtyAttributes is a free plugin that allows you to do so. By using attributes you can make your fields a lot easier to manage. For example [Tag] is an attribute that allows your string to be directly linked to the corresponding tag.
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How do you handle the constant null checking?
In Unity, you could use NaughtyAttributes and then use the [Required] attribute to indicate that a value is mandatory.
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I love collecting free/MIT utility code for Unity to add to my projects. Let's share some!
NaughtyAttributes https://github.com/dbrizov/NaughtyAttributes is amazing for quickly and easily customizing script inspectors without having to resort to a full custom inspector GUI
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how can I make this button?
Naughty Attributes is your friend
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It's staggering how online resources don't even come close to teaching you what you learn from a production environment
It's a professional team of ~15. Being able to customize the display of data within the Inspector makes it much easier for less technical team members to tune and create.
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What are your favorite productivity tools? Especially lesser-known or free ones?
I personally love Naughty Attributes: https://github.com/dbrizov/NaughtyAttributes which makes it easy to add inspector buttons to functions.
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Call a Method via Button in the Inspector
I went and looked for the open source version I mentioned - https://github.com/dbrizov/NaughtyAttributes
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Share the tools you use for game design, coding and narrative
For Unity, I strongly recommend something like NaughtyAttributes to help expose your data in the Inspector with better widgets and validation. (There are paid alternatives too. Odin might accomplish a lot of the same?)
- Is there custom editors or editor tools you can't do without?
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Is it possible to toggle a field serialization on bool value? (true=serialize, false= deserialize)
There's also free alternatives like naughty attributes which has a HideIf attribute too
unity-actions
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Show HN: Eonfall – A new third-person co-op action game built for the web
In the most recent game I automated builds for the initial build took 1-3 hours, but subsequent builds with the Library/ folder cached took 5-10 minutes.
Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms.
In CI (eg using https://game.ci) you can prefix build cache keys with the platform to manage that automatically.
Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
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Show HN: Rivet (YC W23) – Open-Source Game Server Management with Nomad and Rust
> https://game.ci
I don't recommend it.
Game CI has been in development for a long time. It only really supports GitHub Actions. It can't correctly build il2cpp Unity projects. The licenses needed to run it are more expensive than Unity Build Automation / Unity Cloud Build. If you want to automate Unity builds and you don't want to learn the Windows Containers ecosystem, Jenkins and/or Tekton, you should use Unity's service.
CI/CD is a bad choice for most developers, on most platforms, for most clients. That said, it makes sense to do for your backends.
> or (as has happened to us with different game web service/API/middleware providers) they may choose to abruptly deprecate the service upon which you built.
Which service was that? GameSparks? That sucks.
> with inappropriate cloud dev tooling
Well everyone takes their own journey to discover how shitty Lambda, Cognito, CloudFormation and related are.
> with basically any datastore other than Redis you will run in to issues matchmaking
Matchmakers do not have to be complicated.
- Github action para jogos da Unity
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[HELP] Building Unity WebGL projects in Azure Devops CI/CD pipeline
I've been struggling with getting the docker images provided by https://game.ci/ to build his project at all, let alone automating it in a pipeline.
- Share your best indie-dev resource!
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A friend and I have spent way too much time sharing builds so we built this free tool!
https://game.ci/ has fantastic GitHub actions to automate all of this on each PR or push to main etc and then just upload the result of the build as an artifact and job done - takes minutes to setup and you can use your own machine as a self hosted runner to get the same build speed as local builds
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what is your CI/CD pipeline setup and how are you handling larger binaries? are smaller game dev studios just brute forcing through LFS and building for each test?
These guys did a wonderful job at providing a docker-based build environment for Unity, btw: https://game.ci/
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Share the tools you use for game design, coding and narrative
(Someone's built something similar for Unity, but it wasn't as one click when I last looked -- especially since Unity may require licenses.)
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What has been your best game development related investment?
My repositories are on github, so I'm using Github Actions for build automation - I found it really easy to setup compared to other platforms. + There's basically a ready-made action for building with unity - game.ci (although I wrote my own solution for iOS).
- Question for Single Devs using GIT for Version Control...
What are some alternatives?
UnitySerializedDictionary - Serialized and drawed in editor Dictionary
action-junit-report - Reports junit test results as GitHub Pull Request Check
Unity-Editor-Toolbox - Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.
godot-game-template - Generic template for Godot games
Unity-SerializeReferenceExtensions - Provide popup to specify the type of the field serialized by the [SerializeReference] attribute in the inspector.
rivet - 🔩 Serverless for stateful backends