@tomwor@tomwor.com

Website: tomwor.com

@tomwor@tomwor.com

Modifying a ScriptableObject at runtime changes its asset file. Avoid unintended data changes by cloning it with Instantiate() before using it for runtime data. #Unity #UnityTips #gamedev

@tomwor@tomwor.com

You can use ScriptableObjects as an event system. Define event assets (GameEvent) and listeners (GameEventListener) to decouple systems. This modular approach keeps dependencies low and scales beautifully. #Unity #UnityTips #GameDev

@tomwor@tomwor.com

Unity’s ScriptableObjects live outside the scene and stay in memory only when needed. Ideal for large datasets like inventory items or dialogue trees. #UnityTips #optimization

@tomwor@tomwor.com

Little known fact: In Super Mario Bros., the clouds and bushes are actually the same sprite—just colored differently. Saving memory, one pixel at a time. 🌥️🌳 #RetroGaming #MarioFacts

@tomwor@tomwor.com

ScriptableObjects in Unity are really great for managing shared data without bloating your scene. I use them for config settings, global game data, or item definitions. 🚀 Goodbye, redundant prefabs. #Unity3D #gamedev

@tomwor@tomwor.com

During the holidays, I was offered so many video games for free that I could probably comfortably play all year . I wonder if this is a trend that will essentially render premium games pointless and games will just become the top of a sales funnel for ingame items. #gamedev

@tomwor@tomwor.com

I usually prefer my own usernames. #Unity Gaming Services API just gave me “FamiliarHoppingChinchilla#7”. Now I’m torn. #gamedev

@tomwor@tomwor.com

Through a happy accident I enabled a two-layered Ambient Occlusion effect that really makes the game geometry pop. First is AmplifyOcclusion which deals with the small crevices (right) and the…

@tomwor@tomwor.com

Some time into the development of my game I unwittingly started naming things of certain sizes “double-” and “triple-” something. I’m now at “quintuple” and fast approaching “sextuple” and maybe…