@danceim

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5 Following
8 Posts
You can change the Collision Matrix at runtime: `Physics.IgnoreLayerCollision()`. Useful for puzzles, temporary states, stealth mechanics.

A good Layer Collision Matrix starts restrictive: uncheck most boxes. Then add collisions back only where they're needed.
Cleaner physics, better performance.

#Unity3D #GameDev #IndieDev

`[ExecuteAlways]`runs in edit AND play mode. Guard runtime code with ìf (Application.isPlaying)`- don't contaminate runtime with editor logic. Keep it clean.

#Unity3D #UnityTips #GameDev #IndieDev

Quit the digital Stone Age. Highlight the real stuff, let it punch you in the face.

Still clicking 12 filters like a wage-slave? AI should read your mind-pin columns & predict crap. If it can't, cut the dead weight-toss the corpo trash.

#typescript #primeng #angular

GetComponent() is a runtime waste. Inspector references are direct, fast, clean. Pure, addictive performance.

#danceim #Unity3D #UnityTips #GameDev #IndieDev

Unity does a tiny internal search
Drag & drop in the Inspector, no runtime lookup, Unity just loads the reference
Should you assign components in the Inspector, or call GetComponent in code?