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
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
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
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
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
I usually prefer my own usernames. #Unity Gaming Services API just gave me “FamiliarHoppingChinchilla#7”. Now I’m torn. #gamedev
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…
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…
Finally. x.com/IGN/status/183…
