Somewhat Unlikely

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The Wrong Null!

tl;dr: You can check whether a Unity.Object (including Component, GameObject, MonoBehaviour, etc.) is null using if (variableName), because it has an implicit bool operator that checks != null. If you’re trying to expose generic-typed properties in the inspector, you should constrain them with where T : Component or similar, or strange things may happen when Continue Reading

Unity Object Pooling

Object pooling is pretty simple, and I was put off a lot of existing guides and examples by what seemed like unnecessary complexity. Since then my own solution has probably got at least as complicated, but I’ll explain as I go; your mileage my vary.

Unity Troubleshooting II

Some more Unity 3D tips that I need to write down while I remember them. (You might be interested in the previous ones.) TL;DR: Don’t forget to use Time.deltaTime for per-second change. Content Size Fitters update late, so read their properties at end of frame.