Lock your physics, tame your game
Ever watched your character tip over for no good reason, or glide unexpectedly in a direction it shouldn’t? Rigidbody constraints […]
Ever watched your character tip over for no good reason, or glide unexpectedly in a direction it shouldn’t? Rigidbody constraints […]
You think you know where the bottleneck is. Then you open the profiler and realize you’ve been chasing the wrong
String concatenation with + is fine for one line, but in loops or dynamic UI it forces the garbage collector
Your game logic is invisible until you make it visible. OnDrawGizmos draws debug shapes right in the editor so you
Coroutines let you pause and resume code execution, making sequenced game logic clean and readable. Use StartCoroutine to run it,
The longer you polish alone, the fewer eyes actually see your game. Ship at 70%. There’s a special kind of
I was spawning enemies with Instantiate() and my frame rate tanked to 15fps. Thought it was AI logic, but the
WaitForSeconds vs WaitForSecondsRealtime, they’re not interchangeable. WaitForSeconds respects Time.timeScale so it pauses when the game pauses, perfect for gameplay timers
Ever notice your game feels slower or faster depending on what device you’re playing it on? Frame rate might be
Ever had a collision that just doesn’t work? Ninety percent of the time it’s because you picked the wrong callback.