A New Plan

I’ve been planning to say something for a while now about some life changes that I’ve been slowly working toward. As the list of things likely to go wrong shrinks, and the other things I’d like to say increasingly need references to stuff I haven’t shared yet, it’s about time for an announcement.

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

UX Observations from Holiday

It’s amazing how much you can learn about user experience by getting out, going to places and doing things. Unless you’ve actually tried it, in which case it’s pretty obvious that experiencing things is going to teach you about experiences.

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.