In this post we continue to look at how to deform a mesh in Unity using a real-world example. We will learn MeshData API and optimize the algorithm
Compilation of best Unity tips by Unity engineers gathered at Unite conference. I spent a bunch of time rewatching those talks so you don’t need to.
While passing technical interviews the topic of using ScriptableObjects was raised a lot of times, but not all studios use them or even know about its advantages. In this post I would like to share reasons why I use it myself and would be happy to discuss additional pros and cons in the comments.
TL;DR: Use ScriptableObject when you need to store and customize properties of your scripts.
Performance testing package is great, but when I followed their docs I couldn’t get it running, so here are the steps how to actually setup it
We were taught about data structures that a Dictionary has O(1) lookup and the linear search in an unsorted array is O(n). So based on this we can assume that when we need frequent access by a key we should use a Dictionary, right?
Well, not quite always.