resharper-unity
UnityNativeScripting
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resharper-unity | UnityNativeScripting | |
---|---|---|
9 | 2 | |
1,200 | 1,291 | |
0.8% | - | |
9.6 | 0.0 | |
1 day ago | about 3 years ago | |
C# | C# | |
Apache License 2.0 | MIT License |
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.
resharper-unity
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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)
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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() ?
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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
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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?
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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.
UnityNativeScripting
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coding c++ with unity
For Unity, either use https://docs.unity3d.com/Manual/NativePlugins.html with a bit of C# or you could try: https://github.com/jacksondunstan/UnityNativeScripting but i have no experience in this plug in.
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C++ and game engines
Regarding Unity and C++, this might be worth of look https://github.com/jacksondunstan/UnityNativeScripting
What are some alternatives?
Unity-Editor-Toolbox - Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.
UnityOctree - A dynamic, loose octree implementation for Unity written in C#
driven-decals - A mesh-based PBR decal system for Unity's universal render pipeline.
frida-il2cpp-bridge - A Frida module to dump, trace or hijack any Il2Cpp application at runtime, without needing the global-metadata.dat file.
AutoLOD - Automatic LOD generation + scene optimization
AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files
pb_Stl - STL import/export for Unity, supporting both ASCII and Binary.
MyBox - MyBox is a set of attributes, tools and extensions for Unity
EditorXR - Author XR in XR
MixedReality-WebRTC - MixedReality-WebRTC is a collection of components to help mixed reality app developers integrate audio and video real-time communication into their application and improve their collaborative experience
ASF-Achievement-Manager - Achievement Manager for ASF
discord-rpc-csharp - C# custom implementation for Discord Rich Presence. Not deprecated and still available!