driven-decals
resharper-unity
Our great sponsors
driven-decals | resharper-unity | |
---|---|---|
1 | 9 | |
565 | 1,200 | |
- | 0.7% | |
0.0 | 9.6 | |
7 months ago | about 8 hours ago | |
C# | C# | |
MIT License | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
driven-decals
-
After suggestion from other devs, update the aiming helpers with screen space decals in URP. What do you think? The red stripes are shown when the pitch/roll angles are wrong. The blue circle is the predicted touch site.
Take into consideration this other approach: Anatta336/driven-decals: A mesh-based PBR decal system for Unity's universal render pipeline. (github.com)
resharper-unity
-
OnTriggerEnter not working (Doesn't display Debug.Log )
Best explaination I've found. Use CompareTag instead of explicit string comparison ยท JetBrains/resharper-unity Wiki (github.com)
-
Do you want to run a method but maybe the reference is null?
I'm a huge fan of the safe navigation operator, but I'd be remiss not to point out that it doesn't work with any references derived from UnityEngine.Object. See for more info: https://github.com/JetBrains/resharper-unity/wiki/Possible-unintended-bypass-of-lifetime-check-of-underlying-Unity-engine-object
- Do you use System.Object.ReferenceEquals() ?
-
Changing color not working
FYI it is bad for performance to do null checks on any unity.engine objects: https://github.com/JetBrains/resharper-unity/wiki/Avoid-null-comparisons-against-UnityEngine.Object-subclasses
- how do i go about making this more performant
-
GetComponent - oh my god
However null checks for Unity objects are slow compared to standard C# classes, see this link for a brief explanation, there are also many discussions about this on the Unity forum. Not sure though, if that is still true for recent Unity versions.
- Is there a drawback using the null check "?." operator?
-
Whats the point of using GetComponent when you can just drag the desired component into the script component in the viewport?
The fact of the matter is as a primarily C# .NET developer you have all been polluted with bad coding practices from tutorials and partially on Unity's end too. For example non preferred method of using the null-conditional access operator.
What are some alternatives?
UnityURPUnlitScreenSpaceDecalShader - Unity unlit screen space decal shader for URP. Just create a new material using this shader, then assign it to a new unity cube GameObject = DONE, now you have unlit decal working in URP
UnityNativeScripting - Unity Scripting in C++
UIWidgets - UIWidget is a Unity Package which helps developers to create, debug and deploy efficient, cross-platform Apps.
Unity-Editor-Toolbox - Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.
AutoLOD - Automatic LOD generation + scene optimization
pb_Stl - STL import/export for Unity, supporting both ASCII and Binary.
EditorXR - Author XR in XR
ASF-Achievement-Manager - Achievement Manager for ASF
UnityCsReference - Unity C# reference source code.