I often find my self wanting to add a button or some other simple control to an inspector for a component that already exposes a lot of public properties. I'll show you how you can append controls to an inspector without having to write lots of code.
Being able to add custom methods to GameObjects can really make your code more readable.
This is the simplest way I have found to setup Git with Unity.
If you're like me and like your tab indents to use spaces rather than tabs, and you always remove the standard comments above Start and Update, then this little tips might be useful.
For JIPPI I created a couple of tools to ease the development, one of them being a handy drop down menu which allowed me to open Weltmeister with the config file set to a particular sub folder of the levels and entities folders. This is something I intend to make into a ImpactJS plugin, but the state of the code is not quite ready. So it'll have to wait.
As a part of the JIPPI project, we added a create/destroy function to ImpactJS. With the create function, you could pass a string to let the game know which jigsaw puzzle to load. We didn't want the game to preload everything since the game consisted of 9 games and not all would be played during one session.
For the JIPPI game, we had to modify ImpactJS so that we could restart the game without reloading the page.
For the JIPPI project we made a game with a fairly standard setup with a menu that links to a couple of levels. We started off by adding functionality to the main class and then switching between update loops based on which level you're at. This will quickly become difficult to maintain.
While working on the JIPPI game we needed tools for easing the development. One of the tools was a PHP script for automating generation of entities.
A code snippet I tend to use quite often. And one that I tend to forget how I wrote the last time i used it.
In AS3 there is a handy utility class called ChangeWatcher, which lives inside the mx.binding.utils package. It provides you with a handy way of watching other object’s properties.
When returning a Boolean you can do the validation inside the return statement.