Tip of the day

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m (Reverted edit of John Vador, changed back to last version by KeliHlodversson)
(Boo built-ins are available from Javascript as well)
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* Boo has some handy [http://boo.codehaus.org/Builtin+Functions+Summary built-in functions] like [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-shell shell()], [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-join join()] and [http://boo.codehaus.org/Builtin+Functions+Summary#BuiltinFunctionsSummary-reversed reversed()]. And the good part is that they are available from Javascript as well.
 
* Every built-in component in the inspector has a small question mark in the right of it's heading. That's the quickest way to open the context-help for that component. It's your friend.
 
* Every built-in component in the inspector has a small question mark in the right of it's heading. That's the quickest way to open the context-help for that component. It's your friend.
 
* To remember which color means what on an axis in Unity, just remember the mnemonic: RGB = XYZ.
 
* To remember which color means what on an axis in Unity, just remember the mnemonic: RGB = XYZ.

Revision as of 04:15, 28 September 2006

  • Boo has some handy built-in functions like shell(), join() and reversed(). And the good part is that they are available from Javascript as well.
  • Every built-in component in the inspector has a small question mark in the right of it's heading. That's the quickest way to open the context-help for that component. It's your friend.
  • To remember which color means what on an axis in Unity, just remember the mnemonic: RGB = XYZ.
  • You can use keyboard shortcuts for Edit->Load Selection and Edit->Save Selection to speed up the selection of commonly used parts in your scene.
  • If you option-click an object in your hierarchy, the entire hierarchy within it will expand and unexpand.
  • You can write Editor scripts to greatly reduce project-specific tedium when making something with Unity. These are just as easy to write as regular scripts, and can save you a lot of hassle. See the Wizard Archive for some examples.
  • If you have the problem when importing models that Vector3.up points in the wrong direction (or for any of the other directions), make the game model in question the child of a blank game object, and orient it correctly in local space.
  • When assigning properties of components in the Inspector, you can click on the triangle to pop up a menu of choices. Type in the name of the thing you want and press enter to assign it. This can be a speedy alternative to using drag-and-drop.
  • When entering text in the Inspector view, you can press option-return to get a new line. This is useful for writing multiline things with GUIText objects.
  • If you only have one editor view and no game views in the Unity pane set up, the editor view will be automatically replaced with a game view when you enter play mode and back again when you press stop. This is a nice feature when you are working on a small monitor.
  • Use Tags to assign your own categories and attributes to game objects. Then scripts can refer to the tags. Example: if (contact.otherCollider.tag == "Enemy") or GameObject.FindWithTag ("Enemy")
  • If you want to move a file inside of a project use Unity's project view to move it and not the Finder. This way all references and import settings of the file will be maintained.

Note: Place your new tip at the top of the list, not at the bottom.

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