The ultimate conspiracy theory what's going on with Unity:
The executives who sold their shares before announcing the changes will get a huge bonus next year, cause they increased the revenue by 1000%+, because all the games out there can't just switch the engine and have to pay.
These people will leave shortly after they got their bonus.
Unity right now.
We are not affected by the pricing model changes (so far), but Unity has set it self up as an unreliable "partner" you do not want to work with.
Who holds them back from doing in 2 years a retroactive "per game start" fee?
So Unity decided to "alter the deal" on their game engine.
Aggro Crab Games made a great post about it on Twitter.
Maybe they are doing a "Twitch" here, "going way too far, tuning down, looking as if they did something "good" and getting what they actually wanted without any backlash".
We will see.
Accidentally clicked on this button and for a long time could not understand why UNITY is buggy, does not want to display focus on an object in the Hierarchy when selecting it on the Scene
Why do I need my own console for monitoring various objects, you ask me 🧐 🤪
Because in game there is one MonoBehaviour object with Update method, all others are packaged in my architecture, which I talked about here a long time ago
Use the PlayOneShot method of the Audio Source component to play a sound without interrupting any other sounds that are already playing on the same Audio Source. This is useful for playing overlapping or repeating sounds such as machine gun fire or footsteps. #UnityTips#gamedev#indiedev
I made a mechanism to damage the hero and some enemies due to time freezing a long time ago... during damage, the gameplay freezes for a split second: Time.timeScale = 0f;
noticed an interesting error
Assertion failed on expression: 'CompareApproximately(SqrMagnitude(result), 1.0F)'
Unity why can't the volume control feature be made for humans?
For example, I want to lower the volume by 0, this should be set to a value -80f on AudioMixer. Ok.
But when I want to do it smoothly, for example, smoothly reduce the volume of the music, then in the second half of the value scale, no sound is heard. So instead of 2 seconds, I have to do 7 seconds of fading
After I changed my scene creator tool to work with json files instead of ScriptableObjects, I thought it might be an interesting 🧵 to talk about some pros and cons. #unitytips#Unity3d#gamedev#indiedev
Use the PlayClipAtPoint static method of the AudioSource class to play a sound at a specific position in 3D space without needing an Audio Source component. This is useful for playing one-off sounds such as explosions or impact sounds. #UnityTips#gamedev#indiedev
Dear all #CSharp, and especially #Unity devs:
I keep seeing people say that building strings manipulation has to allocate managed heap because C# strings are immutable. But really, that's just a social construct.
If you're not working with interned strings and you know you're the only thread working with that string, nothing stops you from changing the chars from within an unsafe fixed context.
Heck, you can make it x chars shorter:
unsafe fixed (char* c = s) (((int)c) -1) = s.Length -x;
You obviously can't make it bigger than the original allocation, and you might want to flush the remaining chars with '\0' in case you hand this over to something that ignores the string.Length property.
And well, maybe don't do that to literals either...
But other than that, totally fine to do. Especially for value to string conversion, this is my go to solution, as StringBuilder will still allocate needlessly for that.