For a small team it may be enough to ask around that no-one else is working on a scene or prefab before starting to work on it. In general, more than one person should not work on the same scene or prefab. Adopt a scene and prefab sharing strategy.It does not in practice really make scenes and prefabs more mergeable, but it does make it easier to see what changed.
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Use source control and learn how to use it effectively. Singletons are described in more detail in another tip.ģ. One way of doing this is to use make persistent objects singletons that will load themselves when they are not present in the scene. This can be tricky if you have objects that persist between scene loads that is required in all your scenes. Do this to avoid having to switch scenes to run the game so that you can test faster. For UI (and 2D games), pick a design resolution (we use HD or 2xHD) and design all assets to scale in that resolution.Ģ. For 2D games that does not use lighting or physics, 1 Unity unit = 1 pixel (at "design" resolution) is usually good. For 3D games, using 1 Unity unit = 1m is usually the best. If you don't, you may have need to rework assets later (for example, animation does not always scale correctly).
Decide on the scale from the beginning and build everything to the same scale.
These tips don't apply to every Unity project: This article is a revised version of the original taking all of the above into account.īefore getting on with the tips, here is a disclaimer (essentially the same as the original). In the last 4 years I worked on many Unity projects including tons of game prototypes, production games such as Father.IO, and our flagship Unity asset Grids. No need to have multiple copies or backup copies of prefabs, for example. (Or perhaps, now I know better how to use it effectively).
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Our own (free) Extensions plug-in has much of the code described in the original article (and a lot of it described here too). There are now many assets in the Asset Store available that takes care of things such as visual debugging and better logging.