New video breaking down how I made $500,000 from my Unity game. What do you think?
I just posted a new video covering the performance of my first commercial Unity project, This Means Warp (approx $500k net revenue).
Hope it's interesting for any indie devs looking at making a living from games. Happy to answer any questions so if you're curious just drop a comment and I'll share as much as I can!
https://redd.it/1i47odx
@r_Unity3D
I just posted a new video covering the performance of my first commercial Unity project, This Means Warp (approx $500k net revenue).
Hope it's interesting for any indie devs looking at making a living from games. Happy to answer any questions so if you're curious just drop a comment and I'll share as much as I can!
https://redd.it/1i47odx
@r_Unity3D
YouTube
How I Made $500,000 With My First Indie Game
Wishlist now: https://store.steampowered.com/app/2760580/Mars_Attracts/
Mars Attracts could never have happened without the success of our first game, This Means Warp. In this video Paul breaks down how an indie game makes its money, and what lessons we…
Mars Attracts could never have happened without the success of our first game, This Means Warp. In this video Paul breaks down how an indie game makes its money, and what lessons we…
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1 vs 7 battle in my game! Enemies surround the target and do not allow him to escape, so be prepared!
https://redd.it/1i4d6xg
@r_Unity3D
https://redd.it/1i4d6xg
@r_Unity3D
Making a Weather System in Unity | Coding Tutorial
https://www.youtube.com/watch?v=UNP5wEqLKmM
https://redd.it/1i49cws
@r_Unity3D
https://www.youtube.com/watch?v=UNP5wEqLKmM
https://redd.it/1i49cws
@r_Unity3D
YouTube
Making a Weather System in Unity | Coding Tutorial
In this video, I talk about how I implemented a weather system for a game I worked on during the Brackey's 2024 Game Jam. A combination of a mini devlog and a tutorial!
This weather system is robust and adaptable to anyone's needs while staying simple and…
This weather system is robust and adaptable to anyone's needs while staying simple and…
Respawn issue
Hi, I am a beginner trying to create code that will respawn the player at the last platform they were on. But for some reason when I go to a new platform, the prefab is being changed to null, because I get a message saying the prefab hasn't been assigned. My debug code tells me that the collisions are being detected with each platform.
All the platforms are sprites with RigidBody2Ds with BoxCollider2D components. They have no noscripts attached to them.
Bug behavior recording
Inspector screenshot
Thank you in advance for any help or insight you can provide! Please let me know if I screwed up any etiquette -- this is my first post here.
Here is the noscript attached to my Player
using UnityEngine;
public class Player : MonoBehaviour
{
// Set the speed and jumping variables
public float speed = 5.0f;
public float jumpForce = 10.0f;
public float doubleJumpForce = 60.0f;
private int jumpcount = 0;
public GameObject playerPrefab; // Reference to the player prefab
public float respawnYOffset = 300f; // Vertical offset for respawning above the platform
private Rigidbody2D rb;
private GameObject lastPlatform;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
// Check if the player has fallen off the screen
float bottomEdgeY = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0f, Camera.main.nearClipPlane)).y;
if (transform.position.y < bottomEdgeY)
{
Debug.Log("Player fell off the screen!");
Debug.Log("Falling off. Last platform: " + (lastPlatform != null ? lastPlatform.name : "null"));
RespawnPlayer();
};
// Input movement
if (Input.GetKey(KeyCode.A))
{
transform.position += Vector3.left speed Time.deltaTime;
}
if (Input.GetKey(KeyCode.D))
{
transform.position += Vector3.right speed Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 0)
{
rb.AddForce(Vector2.up jumpForce, ForceMode2D.Impulse);
jumpcount++;
}
else if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 1)
{
rb.AddForce(Vector2.up doubleJumpForce, ForceMode2D.Impulse);
jumpcount = 0;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision ENTER detected with: {collision.gameObject.name}");
lastPlatform = collision.gameObject;
Debug.Log($"Last platform updated to: {lastPlatform.name}");
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision EXIT detected with: {collision.gameObject.name}");
}
}
private void RespawnPlayer()
{
Debug.Log("playerPrefab: " + (playerPrefab != null ? "Assigned" : "Null"));
if (lastPlatform != null) // Ensure there's a valid platform to respawn on
{
// Calculate respawn position
Vector3 respawnPosition = lastPlatform.transform.position;
respawnPosition.y += respawnYOffset; // Add Y offset to spawn above the platform
// Destroy the current player GameObject (if necessary)
Destroy(gameObject);
// Instantiate a new player at the respawn position
Instantiate(playerPrefab, respawnPosition, Quaternion.identity);
Debug.Log("Player respawned at: " + respawnPosition);
}
else
{
Hi, I am a beginner trying to create code that will respawn the player at the last platform they were on. But for some reason when I go to a new platform, the prefab is being changed to null, because I get a message saying the prefab hasn't been assigned. My debug code tells me that the collisions are being detected with each platform.
All the platforms are sprites with RigidBody2Ds with BoxCollider2D components. They have no noscripts attached to them.
Bug behavior recording
Inspector screenshot
Thank you in advance for any help or insight you can provide! Please let me know if I screwed up any etiquette -- this is my first post here.
Here is the noscript attached to my Player
using UnityEngine;
public class Player : MonoBehaviour
{
// Set the speed and jumping variables
public float speed = 5.0f;
public float jumpForce = 10.0f;
public float doubleJumpForce = 60.0f;
private int jumpcount = 0;
public GameObject playerPrefab; // Reference to the player prefab
public float respawnYOffset = 300f; // Vertical offset for respawning above the platform
private Rigidbody2D rb;
private GameObject lastPlatform;
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
// Check if the player has fallen off the screen
float bottomEdgeY = Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0f, Camera.main.nearClipPlane)).y;
if (transform.position.y < bottomEdgeY)
{
Debug.Log("Player fell off the screen!");
Debug.Log("Falling off. Last platform: " + (lastPlatform != null ? lastPlatform.name : "null"));
RespawnPlayer();
};
// Input movement
if (Input.GetKey(KeyCode.A))
{
transform.position += Vector3.left speed Time.deltaTime;
}
if (Input.GetKey(KeyCode.D))
{
transform.position += Vector3.right speed Time.deltaTime;
}
if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 0)
{
rb.AddForce(Vector2.up jumpForce, ForceMode2D.Impulse);
jumpcount++;
}
else if (Input.GetKeyDown(KeyCode.Space) && jumpcount == 1)
{
rb.AddForce(Vector2.up doubleJumpForce, ForceMode2D.Impulse);
jumpcount = 0;
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision ENTER detected with: {collision.gameObject.name}");
lastPlatform = collision.gameObject;
Debug.Log($"Last platform updated to: {lastPlatform.name}");
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Ground"))
{
Debug.Log($"Collision EXIT detected with: {collision.gameObject.name}");
}
}
private void RespawnPlayer()
{
Debug.Log("playerPrefab: " + (playerPrefab != null ? "Assigned" : "Null"));
if (lastPlatform != null) // Ensure there's a valid platform to respawn on
{
// Calculate respawn position
Vector3 respawnPosition = lastPlatform.transform.position;
respawnPosition.y += respawnYOffset; // Add Y offset to spawn above the platform
// Destroy the current player GameObject (if necessary)
Destroy(gameObject);
// Instantiate a new player at the respawn position
Instantiate(playerPrefab, respawnPosition, Quaternion.identity);
Debug.Log("Player respawned at: " + respawnPosition);
}
else
{
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respawn bug
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Debug.LogWarning("No platform available to respawn the player.");
}
}
}
https://redd.it/1i4gir2
@r_Unity3D
}
}
}
https://redd.it/1i4gir2
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Respawn issue
Explore this post and more from the Unity2D community
Looking For Free 2d TopDown Assets
Hi all
I'm just starting out on my gamedev journey so i would like to know where i can find some top down 2d assets especially top down style tilesets that are dungeon based if possible.
I would like to just work on a small 2d project so i can get the feel of completing a project.
https://redd.it/1i4hd8x
@r_Unity3D
Hi all
I'm just starting out on my gamedev journey so i would like to know where i can find some top down 2d assets especially top down style tilesets that are dungeon based if possible.
I would like to just work on a small 2d project so i can get the feel of completing a project.
https://redd.it/1i4hd8x
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
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I'm making improvements to the feel before the demo. I improved the camera feel. What do you think?
https://redd.it/1i4eem2
@r_Unity3D
https://redd.it/1i4eem2
@r_Unity3D
After 3.5 years of solo development, it's finally time to post a little teaser of my game
https://www.youtube.com/watch?v=JxWGX8MNO5U
https://redd.it/1i4k5jc
@r_Unity3D
https://www.youtube.com/watch?v=JxWGX8MNO5U
https://redd.it/1i4k5jc
@r_Unity3D
YouTube
ROAM - Teaser 1
#unity3d #indiedeveloper #gamedevelopment #pixelart #indiegame #gamedev #devlog
A short demonstration of my solo project "Roam"
Roam is an RPG platformer with elements of metroidvania and roguelike
Steam:
https://store.steampowered.com/app/2662550/Roam/…
A short demonstration of my solo project "Roam"
Roam is an RPG platformer with elements of metroidvania and roguelike
Steam:
https://store.steampowered.com/app/2662550/Roam/…
Issue with Touch Input on Android Phone
I am having issues when building my test game for my android phone. I am trying to make a simple platformer with on-screen buttons. The buttons work in the unity simulator, but they do not work when on my phone. The buttons light up, but they do not trigger the action. If I keep tapping them, sometimes they will randomly work. I have checked my input system and noscript, and I can't not find a reason why it's not working. Any advice would be appreciated. I am including the Input system build, the player input component, and the player movement noscript.
https://preview.redd.it/4ljwhorkuvde1.png?width=928&format=png&auto=webp&s=3d8a00c52e837600a89605164ddb68fed6fa4779
[Star = Player](https://preview.redd.it/k8qlm59puvde1.png?width=458&format=png&auto=webp&s=f050860aeb263e319dce968aa6980c2fbc8e3306)
`using Unity.VisualScripting;`
`using UnityEngine;`
`using UnityEngine.InputSystem;`
`public class StarControls : MonoBehaviour`
`{`
`private Rigidbody2D star;`
`private PlayerInput playerInput;`
`private bool hasMoved = false;`
`[SerializeField] private float moveSpeed = 1f;`
`[SerializeField] private float acceleration = 1f;`
`[SerializeField] private float maxVelocity = 6f;`
`[SerializeField] private LevelTimer levelTimer; //Need to move this to the gama manager as a start game function`
`[SerializeField] private GameStateManagementScript gameManager;`
`private InputAction moveAction;`
`private InputAction jumpAction;`
`private InputAction pauseAction;`
`private Vector2 moveInput;`
`private bool jumpInput;`
`private float isPaused;`
`private bool canJump = false;`
`[SerializeField] private float jumpForce = 1f;`
`[SerializeField] private Transform groundCheck; // Empty GameObject placed at the player's feet`
`[SerializeField] private float groundCheckRadius = 0.05f; // Radius of the ground check`
`[SerializeField] private LayerMask groundLayer; // Layer mask for what is considered ground`
`private bool isGrounded = false;`
`private void Start()`
`{`
`star = GetComponent<Rigidbody2D>();`
`playerInput = GetComponent<PlayerInput>();`
`moveAction = playerInput.actions["Move"];`
`jumpAction = playerInput.actions["Jump"];`
`pauseAction = playerInput.actions["Pause"];`
[`//pauseAction.performed`](//pauseAction.performed) `+= OnPausePressed;`
`canJump = true;`
`}`
`private void Update()`
`{`
`if (moveAction.IsPressed())`
`{`
`Move();`
`}`
`Move();`
`if (jumpAction.IsPressed())`
`{`
`Jump();`
`}`
`/*isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);`
`if (isGrounded)`
`{`
`onLand();`
`}`
`if (moveInput.y > 0 && canJump && Mathf.Abs(star.linearVelocityY) < maxVelocity)`
`{`
`star.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);`
`canJump = false;`
`}`
`else if (moveInput.x > 0 && star.linearVelocityX < maxVelocity)`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed,0), ForceMode2D.Impulse);`
`}`
`else if (moveInput.x < 0 && star.linearVelocityX > (maxVelocity * -1))`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`
`}`
`if (!hasMoved && moveInput != Vector2.zero)`
`{`
`hasMoved = true;`
`levelTimer.StartTimer();`
`}*/`
`}`
`private void onLand()`
`{`
`canJump = true;`
`if (star.linearVelocity.x == 0)`
`{`
`return;`
`}`
`float decelerationDirection = -Mathf.Sign(star.linearVelocity.x);`
`star.AddForce(new Vector2(decelerationDirection * acceleration, 0), ForceMode2D.Impulse);`
`if (Mathf.Abs(star.linearVelocityX) < 0.5)`
`{`
`star.linearVelocityX = 0;`
`}`
`}`
`void OnDrawGizmos()`
`{`
`// Visualize the ground check in the editor`
`if (groundCheck != null)`
`{`
`Gizmos.color =` [`Color.red`](http://Color.red)`;`
`Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);`
`}`
`}`
`/*private void OnPausePressed(InputAction.CallbackContext context)`
`{`
`gameManager.TogglePauseGame();`
`}`
`private void OnDestroy()`
`{`
`// Unsubscribe to avoid memory leaks`
`pauseAction.performed -=
I am having issues when building my test game for my android phone. I am trying to make a simple platformer with on-screen buttons. The buttons work in the unity simulator, but they do not work when on my phone. The buttons light up, but they do not trigger the action. If I keep tapping them, sometimes they will randomly work. I have checked my input system and noscript, and I can't not find a reason why it's not working. Any advice would be appreciated. I am including the Input system build, the player input component, and the player movement noscript.
https://preview.redd.it/4ljwhorkuvde1.png?width=928&format=png&auto=webp&s=3d8a00c52e837600a89605164ddb68fed6fa4779
[Star = Player](https://preview.redd.it/k8qlm59puvde1.png?width=458&format=png&auto=webp&s=f050860aeb263e319dce968aa6980c2fbc8e3306)
`using Unity.VisualScripting;`
`using UnityEngine;`
`using UnityEngine.InputSystem;`
`public class StarControls : MonoBehaviour`
`{`
`private Rigidbody2D star;`
`private PlayerInput playerInput;`
`private bool hasMoved = false;`
`[SerializeField] private float moveSpeed = 1f;`
`[SerializeField] private float acceleration = 1f;`
`[SerializeField] private float maxVelocity = 6f;`
`[SerializeField] private LevelTimer levelTimer; //Need to move this to the gama manager as a start game function`
`[SerializeField] private GameStateManagementScript gameManager;`
`private InputAction moveAction;`
`private InputAction jumpAction;`
`private InputAction pauseAction;`
`private Vector2 moveInput;`
`private bool jumpInput;`
`private float isPaused;`
`private bool canJump = false;`
`[SerializeField] private float jumpForce = 1f;`
`[SerializeField] private Transform groundCheck; // Empty GameObject placed at the player's feet`
`[SerializeField] private float groundCheckRadius = 0.05f; // Radius of the ground check`
`[SerializeField] private LayerMask groundLayer; // Layer mask for what is considered ground`
`private bool isGrounded = false;`
`private void Start()`
`{`
`star = GetComponent<Rigidbody2D>();`
`playerInput = GetComponent<PlayerInput>();`
`moveAction = playerInput.actions["Move"];`
`jumpAction = playerInput.actions["Jump"];`
`pauseAction = playerInput.actions["Pause"];`
[`//pauseAction.performed`](//pauseAction.performed) `+= OnPausePressed;`
`canJump = true;`
`}`
`private void Update()`
`{`
`if (moveAction.IsPressed())`
`{`
`Move();`
`}`
`Move();`
`if (jumpAction.IsPressed())`
`{`
`Jump();`
`}`
`/*isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);`
`if (isGrounded)`
`{`
`onLand();`
`}`
`if (moveInput.y > 0 && canJump && Mathf.Abs(star.linearVelocityY) < maxVelocity)`
`{`
`star.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);`
`canJump = false;`
`}`
`else if (moveInput.x > 0 && star.linearVelocityX < maxVelocity)`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed,0), ForceMode2D.Impulse);`
`}`
`else if (moveInput.x < 0 && star.linearVelocityX > (maxVelocity * -1))`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`
`}`
`if (!hasMoved && moveInput != Vector2.zero)`
`{`
`hasMoved = true;`
`levelTimer.StartTimer();`
`}*/`
`}`
`private void onLand()`
`{`
`canJump = true;`
`if (star.linearVelocity.x == 0)`
`{`
`return;`
`}`
`float decelerationDirection = -Mathf.Sign(star.linearVelocity.x);`
`star.AddForce(new Vector2(decelerationDirection * acceleration, 0), ForceMode2D.Impulse);`
`if (Mathf.Abs(star.linearVelocityX) < 0.5)`
`{`
`star.linearVelocityX = 0;`
`}`
`}`
`void OnDrawGizmos()`
`{`
`// Visualize the ground check in the editor`
`if (groundCheck != null)`
`{`
`Gizmos.color =` [`Color.red`](http://Color.red)`;`
`Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);`
`}`
`}`
`/*private void OnPausePressed(InputAction.CallbackContext context)`
`{`
`gameManager.TogglePauseGame();`
`}`
`private void OnDestroy()`
`{`
`// Unsubscribe to avoid memory leaks`
`pauseAction.performed -=
OnPausePressed;`
`}*/`
`public void OnMove(InputValue context)`
`{`
`Debug.Log("OnMove");`
`moveInput = context.Get<Vector2>();`
`}`
`private void Move()`
`{`
`Debug.Log("Move" + moveInput);`
`if (moveInput.x > 0 && star.linearVelocityX < maxVelocity)`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`
`}`
`else if (moveInput.x < 0 && star.linearVelocityX > (maxVelocity * -1))`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`
`}`
`if (!hasMoved && moveInput != Vector2.zero)`
`{`
`hasMoved = true;`
`levelTimer.StartTimer();`
`}`
`}`
`/*public void OnJump()`
`{`
`}*/`
`private void Jump()`
`{`
`Debug.Log("Jump");`
`isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);`
`if (isGrounded)`
`{`
`onLand();`
`}`
`if (canJump && Mathf.Abs(star.linearVelocityY) < maxVelocity)`
`{`
`star.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);`
`canJump = false;`
`}`
`}`
`public void OnPause()`
`{`
`gameManager.TogglePauseGame();`
`}`
`}`
https://redd.it/1i4qyhd
@r_Unity3D
`}*/`
`public void OnMove(InputValue context)`
`{`
`Debug.Log("OnMove");`
`moveInput = context.Get<Vector2>();`
`}`
`private void Move()`
`{`
`Debug.Log("Move" + moveInput);`
`if (moveInput.x > 0 && star.linearVelocityX < maxVelocity)`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`
`}`
`else if (moveInput.x < 0 && star.linearVelocityX > (maxVelocity * -1))`
`{`
`star.AddForce(new Vector2(moveInput.x * moveSpeed, 0), ForceMode2D.Impulse);`
`}`
`if (!hasMoved && moveInput != Vector2.zero)`
`{`
`hasMoved = true;`
`levelTimer.StartTimer();`
`}`
`}`
`/*public void OnJump()`
`{`
`}*/`
`private void Jump()`
`{`
`Debug.Log("Jump");`
`isGrounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);`
`if (isGrounded)`
`{`
`onLand();`
`}`
`if (canJump && Mathf.Abs(star.linearVelocityY) < maxVelocity)`
`{`
`star.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);`
`canJump = false;`
`}`
`}`
`public void OnPause()`
`{`
`gameManager.TogglePauseGame();`
`}`
`}`
https://redd.it/1i4qyhd
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Help with 2d and 3d Lights in already existing project!
Dear r/Unity3D,
I have a question regarding a project I’m currently developing.
In my game, a narrator showcases games he created over the years. Some of these games are in 2D, while others are in 3D. I’ve encountered an issue where I can’t get 2D and 3D lights to work together properly.
For my 3D scenes, I need to update the scene, I’ve been using the Built-In to URP option in the Render Pipeline Converter. While this makes the 3D scenes work as intended, it causes my 2D scenes to break because the 2D lights are removed in the process.
I need to do this Built-In to URP step for the 3D to look like intended but i also require 2D lights for the other scenes. Is there a way to fix this and have both types of lights coexist within the same project? And the thing is that these games are already created with 2d lights so switching would be painful. Is there any other way to do it?
(Im using Unity 2022.3.9f1)
Thank you in advance for your help!
https://redd.it/1i4y737
@r_Unity3D
Dear r/Unity3D,
I have a question regarding a project I’m currently developing.
In my game, a narrator showcases games he created over the years. Some of these games are in 2D, while others are in 3D. I’ve encountered an issue where I can’t get 2D and 3D lights to work together properly.
For my 3D scenes, I need to update the scene, I’ve been using the Built-In to URP option in the Render Pipeline Converter. While this makes the 3D scenes work as intended, it causes my 2D scenes to break because the 2D lights are removed in the process.
I need to do this Built-In to URP step for the 3D to look like intended but i also require 2D lights for the other scenes. Is there a way to fix this and have both types of lights coexist within the same project? And the thing is that these games are already created with 2d lights so switching would be painful. Is there any other way to do it?
(Im using Unity 2022.3.9f1)
Thank you in advance for your help!
https://redd.it/1i4y737
@r_Unity3D
Reddit
Unity 3D - News, Help, Resources, and Showcase
A subreddit for News, Help, Resources, and Conversation regarding Unity, the game engine.
Do NOT use your phone to take screenshots. Video and photos of computer screens taken by phones are NOT allowed. All screenshots must be grabbed from the computer…
Do NOT use your phone to take screenshots. Video and photos of computer screens taken by phones are NOT allowed. All screenshots must be grabbed from the computer…
Updating Visual Studio to 17.x+ then closing and reopening all my noscripts fixed Domain Reloading and ApplicationStart/End Times (40s->2s)
I need to share the accidental magic that hit me. My giant project had 15-20s domain reloads on code changes, 40s to open and 20s to close playmode. I updated my Visual Studio to the newest version (17.12.3). This brought little change in load times. A day later I was messing with the newish VS tabs features and clicked close all tabs on accident. Closed Unity. Since then my loading times have dropped to near nothing. I still have Domain and Scene Reloading enabled, nothing else is different but it loads near instantly. Anyone with waiting headaches try it and please tell me if it affects your load times.
https://redd.it/1i4x3dr
@r_Unity3D
I need to share the accidental magic that hit me. My giant project had 15-20s domain reloads on code changes, 40s to open and 20s to close playmode. I updated my Visual Studio to the newest version (17.12.3). This brought little change in load times. A day later I was messing with the newish VS tabs features and clicked close all tabs on accident. Closed Unity. Since then my loading times have dropped to near nothing. I still have Domain and Scene Reloading enabled, nothing else is different but it loads near instantly. Anyone with waiting headaches try it and please tell me if it affects your load times.
https://redd.it/1i4x3dr
@r_Unity3D
Reddit
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