Another tip I like using. If you're a fan of auto properties to do something like: public float SomeValue { get; private set; } (For those that don't know, this means that anything in code can see this value, but only the class that owns the object can set it, kind of like a 'secure' field/variable.) Say you want this to be editor inspectable? Normally, you would instead have to add a private field alongside it that's marked as [Serializable], and the inspector deals with that field rather than the property. This also means you'd need to type out the property in its full form rather than the shorthand above, adding getters and setters that interact with that field, which can take a bit of time and be a bit ugly. Thankfully, C# supports a method of applying attributes to the hidden field auto properties create, and this can be done by adding 'field:' before the attribute name. For example: [field: Serializable] public float SomeValue { get; private set; } With that alone, your property now appears in the inspector, can be read by any code, but can only be set in the inspector or the owning class. This is handy for things like broadcasting an entities stats (HP, MaxHP, Strength, etc) and allowing those values to be seen and used by a UI and other objects, but only the inspector and the owning class can modify them (So if something wants to apply damage, it needs to still go through a 'DealDamage' method on the class rather than adjusting HP directly. It can still see the HP value though if it needs to act based on it, for AI or whatever).
I got this working as: [field: SerializeField] public float SomeValue { get; private set; } Just in case anyone else happens across this. For some reason [field: Serializable] was throwing an error, but with [field: SerializeField] it's working perfectly.
Quick tip: You can use equations inside textboxes of the transform inspector. For example, if I want to move my object from 125 to 135 on the x axis, I can type in the x axis "x+10" to move my object to 10 steps further.
And this is also useful when you want to scale something without touching the "Scale" field on the Transform, you change the width and height multipliyng the values for the same factor and it will keep the aspect ratio: like "Height: 504 * 1.2/Width: 213 * 1.2"
I'll be honest, Normally these lists are things I already know... but I learned 2 things this time! There was also a couple of new things in the comments section too. Great video as always, It's always great when you learn new things about the tools you use daily.
Polymorphic lists was something I had wanted for a while, didn't know it was actually possible, thank you! Took me a little bit of fiddling and Googling to get it to work for my use case but it works like a charm and makes things a lot cleaner than making new scriptable object instances every time I need a different variable
Worst than not knowing some of the tools you did show here, is that I had already forgot those were still existing and could have helped me out. Thanks for the reminder!
- In Transform we can enter equation for irrational numbers, ex (3^0.5)/2, we can also use the module operator like 5%2. - Surface snapping (Shift+Control) and Vertex snapping (V) are very useful to place object in the world. - We can rotate an object by previously selected vertex (with vertex snapping). - in Transform, when clicking on the letter X Y Z and drag left and right we can change the value.
THANK YOU. I've been wanting to make polymorphic lists for so painfully long. I was praying for that to appear here. This will make things so much easier.
I'll be honest, atleast half of these I didn't know about. Haven't tackled much with GUI and custom inspectors but I really want to get into this some more, so thanks for this video. I'll try my hand at some of these :)
Thank you for not using shorts format, they may be good for some things, but not for educational/informational videos, you can't fast forward, go back, etc etc(actually it's 2 2nd time I'm writing exactly this) and with programing and similar stuff, those functions are needed
Holy cow, the [SerializeReference] attribute was literally something I needed for my tool I'm making right now. Thanks a million for this video my dude, it's been enlightening!
i just started doing a multiplayeer game and i just made a LateStart() coroutine everytime i needed something like that, but the start itself being a coroutine just makes it cleaner! i never could have thought of something like that its amazing! loved this video
For the ExposedScriptableObjectAttribute, there was a missed step about creating a dummy editor for all monobehaviors to fix a bug in unitys UI. The referenced thread in the description includes this step
Me randomly watching this one week ago thinkining there is nothing new i would learn... me today remembering about this one inheritance replace script thing and coming back to see how to do it, cheers
I watch videos like this pretty frequently and they are always very disappointing. This one was a pleasant surprise! I've worked in Unity full time for 4 years and I didn't know any of these except the last one! Thanks for the useful tips!
2 Days ago I had to extend LayoutElement and Slider for some extra functionality and didn't know about Tip 6, wasted a lot of time copying and pasting values to the new components. Great video as always!
You can hover over any window in the editor and press Shift + Space to maximize it, then press Shift + Space again to return the window to it's original state. I use this for the Game window instead of "Maximize on play" option, because when I pause the game the windows stays maximized
These tips are really handful when it comes to developing. There were a few that I've found really useful and I didn't know about. Thanks for this video!
one quick tip: by hover over any method or variable and click CTRL + Left mouse button, you can access where this method was written even if it's from another class
I've been using unity for about 5 years and I'm so annoyed with this video, only because I would have prevented so much stress and frustration if I knew these. And I mean, ALL of these I didn't know, and I'm really good at googling. Thank you so much for this.
Extremely helpful! Just yesterday I set up a new enemy and then realized I needed to change it from my EnemyBase class to a child turret class, but I thought I needed to re-set up everything. I'm also pretty sure I ran into a situation where I could've just made Start a coroutine XD
The Properties... menu item it's also available for assets in the project view, for GameObjects in the hierarchy, and for any object assigned in an object field. With this, I never need to lock an inspector anymore. I also prefer this to embedding an editor inside another: I just right-click in an object field and select Properties..., It takes a lot less space.
The benefit I got from Rider was actually less than from VScode, but I have to wonder how much this differs depending on how you utilize your namespaces and how big your project is
I want to be a game dev so badly, thank you for a great video - subbed and looking forward for more tips and guides in Unity and Blender, any recommendations for learning would be greatly appreciated 🙂 thank you
Not sure if Unity fixed this or not but your tip on duplicating the inspector is one I found was incredibly useful... till I discovered it was the reason my editor kept crashing. You're better off sticking strictly with the "Properties" method.
The shortcuts were causing problems in play mode when I was trying to use control + number to assign unit control groups. I had to rebind those shortcuts and it saved me a lot of annoyance.
Implementing auto save correctly is a lot more complicated than just a checker. For example I often work with multiple scenes open, and One of them is my "working now scene" that I do want to be saved, but the other ones, I may or may not make changes to them temporally, that I do not want to be saved (mostly because other people is working on them on source control) Auto save would have to be enabled "per scene", that would work.
Question: in a foreach loop, how do you see if the current object the loop has selected has an equal element number to a certain int. that didnt make sense Basically: foreach(GameObject item in Items) { if(*that items element* == int) { } }
"or, in laymen's terms, preserve the polymorphism inside of the list." made me laugh considering who would qualify as a laymen watching this video. Thanks for the great tips!
A nice one if you're making a custom inspector, propertydrawer, or something along those lines is ObjectNames.NicifyVariableName. It'll clean up your variable name to make it more presentable in the UI :)
I made an script to autosave the project and or the scenes to avoid losing stuff with crashes, though, it's not the best since it's not a separate backup, it calls unity's save function
4:20 there is an asset on the asset store (and probably multiple alternatives on github, youtube etc) that will properly autosave for you every time you enter play mode or otherwise on a timer. It should be built into unity really
Another tip I like using. If you're a fan of auto properties to do something like:
public float SomeValue { get; private set; }
(For those that don't know, this means that anything in code can see this value, but only the class that owns the object can set it, kind of like a 'secure' field/variable.)
Say you want this to be editor inspectable? Normally, you would instead have to add a private field alongside it that's marked as [Serializable], and the inspector deals with that field rather than the property. This also means you'd need to type out the property in its full form rather than the shorthand above, adding getters and setters that interact with that field, which can take a bit of time and be a bit ugly. Thankfully, C# supports a method of applying attributes to the hidden field auto properties create, and this can be done by adding 'field:' before the attribute name. For example:
[field: Serializable] public float SomeValue { get; private set; }
With that alone, your property now appears in the inspector, can be read by any code, but can only be set in the inspector or the owning class. This is handy for things like broadcasting an entities stats (HP, MaxHP, Strength, etc) and allowing those values to be seen and used by a UI and other objects, but only the inspector and the owning class can modify them (So if something wants to apply damage, it needs to still go through a 'DealDamage' method on the class rather than adjusting HP directly. It can still see the HP value though if it needs to act based on it, for AI or whatever).
that's really useful to me actually, this deserves to be in a follow-up video if we get one.
I got this working as:
[field: SerializeField] public float SomeValue { get; private set; }
Just in case anyone else happens across this. For some reason [field: Serializable] was throwing an error, but with [field: SerializeField] it's working perfectly.
This is actually the first time someone's mentioned the get:set properties with an actual use case
Quick tip: You can use equations inside textboxes of the transform inspector. For example, if I want to move my object from 125 to 135 on the x axis, I can type in the x axis "x+10" to move my object to 10 steps further.
And this is also useful when you want to scale something without touching the "Scale" field on the Transform, you change the width and height multipliyng the values for the same factor and it will keep the aspect ratio: like "Height: 504 * 1.2/Width: 213 * 1.2"
Same in #blender 😉
I think any field using a number support equations :D
This is something I’ve always known since day one so it’s always interesting seeing people discover it
I use that one all the time. I learned it through blender lol
I'll be honest, Normally these lists are things I already know... but I learned 2 things this time! There was also a couple of new things in the comments section too.
Great video as always,
It's always great when you learn new things about the tools you use daily.
Preserving polymorphism in lists using [SerializeReference] was especially eye-opening for me personally.
Polymorphic lists was something I had wanted for a while, didn't know it was actually possible, thank you! Took me a little bit of fiddling and Googling to get it to work for my use case but it works like a charm and makes things a lot cleaner than making new scriptable object instances every time I need a different variable
Can you share your code to me? I really want this but this tutorial does not provide complet code to me.
The only problem for me is that the list doesn't specify which class the element belongs to, it just says element 0, element 1, and so on
this video is many years worth of editor scripting knowledge baked under 15 minutes
what an absolute BANGER
Worst than not knowing some of the tools you did show here, is that I had already forgot those were still existing and could have helped me out.
Thanks for the reminder!
- In Transform we can enter equation for irrational numbers, ex (3^0.5)/2, we can also use the module operator like 5%2.
- Surface snapping (Shift+Control) and Vertex snapping (V) are very useful to place object in the world.
- We can rotate an object by previously selected vertex (with vertex snapping).
- in Transform, when clicking on the letter X Y Z and drag left and right we can change the value.
At 5:00 and on, you show your Day/Night cycle script in the inspector. This looks super useful and I'd love a tutorial on it!
I love that even after 12 years of using Unity, I can watch one of those videos and still learn something new.
Please do more of these.
This is amazing.
THANK YOU. I've been wanting to make polymorphic lists for so painfully long. I was praying for that to appear here. This will make things so much easier.
Half of these points are simply awesome. MovedFrom, Backup, Change inheritance of component.
I'll be honest, atleast half of these I didn't know about. Haven't tackled much with GUI and custom inspectors but I really want to get into this some more, so thanks for this video. I'll try my hand at some of these :)
Thank you for not using shorts format, they may be good for some things, but not for educational/informational videos, you can't fast forward, go back, etc etc(actually it's 2 2nd time I'm writing exactly this) and with programing and similar stuff, those functions are needed
there's an option to see shorts as "real" videos using the "Enhancer for UA-cam" extension
2 years too late mate, already using it!
Tho I still prefer not having to see shorts even in a normal format
thanks , after some years of programming in unity, you have just taught me new things
The polymorph list is really cool, also the expandable editor with a reference details
Holy cow, the [SerializeReference] attribute was literally something I needed for my tool I'm making right now. Thanks a million for this video my dude, it's been enlightening!
Never knew about polymorphic lists! I need this often (more than I should) and this is kind of a game changer for me, so thank you.
i just started doing a multiplayeer game and i just made a LateStart() coroutine everytime i needed something like that, but the start itself being a coroutine just makes it cleaner! i never could have thought of something like that its amazing! loved this video
Omg omg omg, the embedded scriptable object editor is a GAME CHANGER!!!! This list is golden, thank you so much
that serialize reference keyword blew my mind. i had that exact issue in the past and couldn't figure out how to solve it!
Thanks a lot !
Milanote is absolutely worth it!!! We've been using it for months.
For the ExposedScriptableObjectAttribute, there was a missed step about creating a dummy editor for all monobehaviors to fix a bug in unitys UI. The referenced thread in the description includes this step
The component swapping holding inheritance is a lifesaver ❤
Yay! I made it into a GameDevGuide video :) at 2:58
Same here ! Feeling proud right now.
I am glad I didnt skip the add. I was looking for this exact thing :D
Locking and duplicating the inspector helped me out so much, thank you!
Me randomly watching this one week ago thinkining there is nothing new i would learn... me today remembering about this one inheritance replace script thing and coming back to see how to do it, cheers
The debug mode in the Unity is something I did not know about, and will use more.
Thank you!
I watch videos like this pretty frequently and they are always very disappointing. This one was a pleasant surprise! I've worked in Unity full time for 4 years and I didn't know any of these except the last one! Thanks for the useful tips!
2 Days ago I had to extend LayoutElement and Slider for some extra functionality and didn't know about Tip 6, wasted a lot of time copying and pasting values to the new components. Great video as always!
Indie dev with 1 shipped title here, and the last tip about CTRL+. blew my mind. Had no idea. Thank you so much for making this compilation!
Swapping inherited components in debug is super cool! Going to use that one forsure
There were a lot more things I didnt know than I expected, i might need to rewatch it again another day so that I dont forget
You can hover over any window in the editor and press Shift + Space to maximize it, then press Shift + Space again to return the window to it's original state.
I use this for the Game window instead of "Maximize on play" option, because when I pause the game the windows stays maximized
Amazing tip, thanks 🙏
These tips are really handful when it comes to developing. There were a few that I've found really useful and I didn't know about. Thanks for this video!
Tip 6 is super useful, I wish I knew about this when extending my UI buttons.
Jason Weimann did a similar video recently with many of the same tips, though this one had a couple extra which were nice.
I only knew the one with the locked inspector tab, everything else was completely new to me :D Sick Video dude!
It's so cool! A lot of useful attributes and code hacks! I've been working at Unity for the last 5 years, but I didn't know much about it!
Amazing tips! Especially the one where we can get icons from the editor! It helped me a lot!
one quick tip: by hover over any method or variable and click CTRL + Left mouse button, you can access where this method was written even if it's from another class
Preserve polymorphism!!! Oh my God! You are a legend!!! God blessed me when I subscribed to you! Thank you!! Thank you!!❤️❤️❤️❤️❤️❤️
Thank you for this! Now I can stop worrying about using inheritance because I may change the script in the future.
You did a great job picking new tips! I only knew 3 of those.
Very humbling video. I have much more to learn
The list serialization tips are really cool!
I've been using unity for about 5 years and I'm so annoyed with this video, only because I would have prevented so much stress and frustration if I knew these. And I mean, ALL of these I didn't know, and I'm really good at googling. Thank you so much for this.
Really good tips. Several that I didn't know that I will surely use. Thanks.
Some of these were some really nice tips!
Extremely helpful! Just yesterday I set up a new enemy and then realized I needed to change it from my EnemyBase class to a child turret class, but I thought I needed to re-set up everything. I'm also pretty sure I ran into a situation where I could've just made Start a coroutine XD
Double inspector windows!! Why didn’t I know this before. So useful
uh, tips 6 and 7 are 🔥. that would have saved me quite some time in the past...
that one with script swapping is pretty neat. Previously the way i solved this is by opening the scene in a text editor and swap out the script GUID.
Until the 7th I was like "Is that even tips ? Everybody know that" and then you drop da bomb - Thanks for thoses they're pretty usefull
Awesome video! Thanks for the tips 🎉
finally the equivalent to blender secrets list Yay! Yes please make mooooooorrrre
The Properties... menu item it's also available for assets in the project view, for GameObjects in the hierarchy, and for any object assigned in an object field. With this, I never need to lock an inspector anymore. I also prefer this to embedding an editor inside another: I just right-click in an object field and select Properties..., It takes a lot less space.
I didnt know the Editor icon ones. So Thanks!
Bonus tip: switch from VS to jetbrains rider. It will significantly improve your coding experience and performance.
I said the same but replaced that with VScode.
I didn't see any performance improvement when downloaded trial version of rider over VS2022
The benefit I got from Rider was actually less than from VScode, but I have to wonder how much this differs depending on how you utilize your namespaces and how big your project is
what if im not making enough money from gamedev to justify the expense lol
Rider was really frustrating for me to start with. It has needed a lot of customization to be good for me.
Very cool one, I would add the UnityCsReference as it's THE thing I keep referring to
Great one! Actually quite some things I did not know and will keep in mind when developing!
This video is rich with new stuff for me! I want to remember it all!
I knew 6 of them and didn't know 6 of them
So awesome video
I want to be a game dev so badly, thank you for a great video - subbed and looking forward for more tips and guides in Unity and Blender, any recommendations for learning would be greatly appreciated 🙂 thank you
very well made and thanks for these little helpers!
Thanks for this video, very informative!
Your videos are awesome. This one here is particularly helpful.
Great uncommon tips, a new subscriber here
This video alone made me subscribe! Thanks
Not sure if Unity fixed this or not but your tip on duplicating the inspector is one I found was incredibly useful... till I discovered it was the reason my editor kept crashing. You're better off sticking strictly with the "Properties" method.
thanks with milanote bro, really brilliant
The shortcuts were causing problems in play mode when I was trying to use control + number to assign unit control groups. I had to rebind those shortcuts and it saved me a lot of annoyance.
OMG number 6 blew my mind!
11:34 you can also rename all the references of the class by directly opening the .asset file of the ScriptableObject asset in the notepad
Really, really, reeeeeaally useful… as always :)
Superb content..Thank you !
very useful, thank you very much !
More videos like this! Great video.
Implementing auto save correctly is a lot more complicated than just a checker.
For example I often work with multiple scenes open, and One of them is my "working now scene" that I do want to be saved, but the other ones, I may or may not make changes to them temporally, that I do not want to be saved (mostly because other people is working on them on source control)
Auto save would have to be enabled "per scene", that would work.
Nice! Had no idea about lots of these.
Question: in a foreach loop, how do you see if the current object the loop has selected has an equal element number to a certain int. that didnt make sense
Basically:
foreach(GameObject item in Items)
{
if(*that items element* == int)
{
}
}
thanks for that valuable data!
You are awsome! New and different tips!
You can also collapse all the items in the selected hierarchy if you fold while pressing ALT
Hey GDG, TaroDev here on UA-cam has a great autosave script for the editor that you just drag and drop into your editor!
Great video!
Polymorphic list just made making my ccg 100x easier.
Thank you Matt!
The main thing I learned, is that Unity's custom editor API is far more in depth than I ever gave it credit for
Damn nice info, thanks mate
"or, in laymen's terms, preserve the polymorphism inside of the list." made me laugh considering who would qualify as a laymen watching this video.
Thanks for the great tips!
I'm a bit embarrassed over that section that you talked about shortcuts 😅I would have found this if had looked .I truly questioned my laziness
A nice one if you're making a custom inspector, propertydrawer, or something along those lines is ObjectNames.NicifyVariableName. It'll clean up your variable name to make it more presentable in the UI :)
Thanks man, but I just wish people would go directly into the topic of the video (talking about probably 90% of the UA-camrs)
I made an script to autosave the project and or the scenes to avoid losing stuff with crashes, though, it's not the best since it's not a separate backup, it calls unity's save function
4:20 there is an asset on the asset store (and probably multiple alternatives on github, youtube etc) that will properly autosave for you every time you enter play mode or otherwise on a timer. It should be built into unity really
Cool video 👍
PolyMorphic Lists! that is awesome. I did not realize this awesome attribute. [SerializeReference] 07:00
such useful video thanks