Author Archives: Lior Tal
Auto Save in Unity
What can you do when a team member suffers a recurring Unity editor crash, losing all their precious level design work ? My answer was to write a small and helpful editor extension – auto save ! (and then blog about … Continue reading
Please Encapsulate Your Fields
The inspector is Unity’s one stop shop for fiddling with game objects’ values and is one of the used windows of the Unity editor. The default inspector picks up the properties to display using a set of simple rules (read here). While the inspector … Continue reading
Finding Missing References in Unity
This post shows a short and simple solution for finding missing references in Unity. You can get the code from GitHub. Missing References A missing reference is different from having no reference at all (in which case the inspector shows “None”). These can occur … Continue reading
Unity Editor Extensions – Custom Inspectors
This is the 2nd post in the “Unity Editor Extension” series. The post describes the basics steps for creating custom inspectors in the Unity editor. In the next posts of the series i will dive into more advanced topics such as working with inspectors … Continue reading
A Summary of Unity Attributes
The post was updated with attributes from Unity 5.3 RC1. Unity uses attributes all over the place for declaring different things to the engine. The latest release (5.3) has a whopping count of 77 (!) attributes to decorate your classes, methods and fields. New … Continue reading
Wonderball Heroes hits 500K downloads on Google Play
This is going to be a very brief show off post. Wonderball Heroes, the game that me and the team over at Moon Active are working on for the last few months has recently hit the 500,000 downloads mark ! Still a long … Continue reading
Unity Editor Extensions
The Unity editor offers many APIs for extending it in various ways to enhance your development workflows. This includes things such as hooks into the build pipeline, creation of custom windows, menu items and custom inspectors to name a few. In this … Continue reading
ScriptableObject Factory – Create Any ScriptableObject Type
A ScriptableObject is a serializable Unity object that is not attached to a GameObject (like MonoBehaviours are). They are typically used for storing data and they can also be saved as an asset file in you project, just like any other texture or audio … Continue reading
Pimp My Debug.Log
This post describes a quick “tip” for improving how you work with logging in Unity. Share it with your team in case you find it useful 🙂 Console Window Mess As developers we probably spend 50% of our time debugging code (it … Continue reading