$ git commit -am "fixed ball sucking direction problem"
Unity custom editor tip
Today I'm working on a script that detects if it has been deleted. Wait, wut?
Unity Editor makes this possible with the AssetPostprocessor.OnPostprocessAllAssets message. The argument 'deletedAssets' contains a list of all paths about to be deleted from the project (as long as it was deleted using the Unity Editor).
Terry Crews painting (Bob Ross style), looped for 24 hrs
IMGUI vs RMGUI
I've seen devs shunning Retained Mode GUI in favor of Immediate Mode GUI, and devs shunning IMGUI in favor of RMGUI.
I've always strongly preferred RMGUI, but I will say, I've learned a lot in the past few years about how to *actually* use IMGUI, so it's tough to say one is simply better than the other. Maybe I'd say IMGUI gives more control to more advanced coders?
[background: yrs of web/DOM dev; yrs of Unity IMGUI and Canvas dev; haven't yet tried Dear IMGUI but am curious]
Glad I finally got to sink my teeth into Timeline, Mecanim, and Cinemachine in @unity. They're going to change the way I approach some things. Using an Animator as an FSM to control other things such as simple tweened UI transitions is pretty interesting. I can use one animator controller to blend between UI canvas groups and blend between virtual cameras at the same time. All with zero code. I'm plenty comfortable with code, but what I like even more than code is less code.
coder; player-of-games; goofball
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