pb_Stl
resharper-unity
pb_Stl | resharper-unity | |
---|---|---|
1 | 9 | |
173 | 1,200 | |
- | 0.4% | |
1.0 | 9.6 | |
2 months ago | 3 days 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.
pb_Stl
-
ways to use 3d files with in-game map editor?
IMO your best bet is to still use Unity, but convert the STL file to something else before importing it (obj, fbx, etc). Or use this: https://github.com/karl-/pb_Stl
resharper-unity
-
OnTriggerEnter not working (Doesn't display Debug.Log )
Best explaination I've found. Use CompareTag instead of explicit string comparison · 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?
Unity-Editor-Toolbox - Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.
UnityNativeScripting - Unity Scripting in C++
awesome-unity-open-source-on-github - A categorized collection of awesome Unity open source on GitHub (800+)
snowfs-for-unity - SnowFS for Unity - Easy local version control for designers and artists within the Unity Editor. ❄️
driven-decals - A mesh-based PBR decal system for Unity's universal render pipeline.
SoftMaskForUGUI - UI Soft Mask is a smooth masking component for Unity UI (uGUI) elements.
AutoLOD - Automatic LOD generation + scene optimization
di-framework - ↗ A Dependency Injection framework for Unity game engine.
EditorXR - Author XR in XR
UI-Toolkit-Plus - Boilerplate Code Generation, Tabs, Reorderable Manipulator, Built-in USS Exporter
ASF-Achievement-Manager - Achievement Manager for ASF