Getting started, you'll need to download Steamworks API.
📌 Steamworks provides everything you need to create Steam Leaderboards, Stats, and Achievements.
📌 You can also set up the Steam leaderboards in the Steam dashboard, but Steamworks also empowers the game to create a leaderboard itself.
📌 Steam supports persistent leaderboards that are automatically ordered.
📌 Updating a leaderboard is as simple as uploading your own personal score.
📌 Each Steamwork title can create up to 10,000 leaderboards!
📌 A leaderboard has no cap on the number of players that can be entered.
📌 In Barrel Blast, I let the game will automatically create a leaderboard if it doesn't exist.
📌 This means I don't have to manually create a leaderboard for each of the 300 levels.
📌 I can instead, create a new level, play it, and a leaderboard for that level just magically appears 🧙♂️
📌 Downloading the leaderboard is straight forward. Provide the name, the range, and asynchronously retrieve entries for that leaderboard.
📌 Setting up the UI is the trickiest part of the whole process. Cheap tools exist in the Asset Store for displaying a leaderboard.
📌 To manually show the leaderboard, set up a new UI prefab, and write a controller that will spawn a row for each entry in the leaderboard.
📌 It can display information like ranking, name, score, and other user data attached to the score.
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📌 Any GameObject can be tagged as EditorOnly.
📌 EditorOnly GameObjects are automatically removed when you make a build of your game.
📌 This means you can have GameObjects that only exist when developing and debugging your game in the Unity Editor.
📌 EditorOnly is great if you want to draw a waypoint or path of an enemy in the Editor.
📌 It allows you to add debug visuals and markup data to your scene without worrying about any performance cost for your actual builds.
📌 When combined with Gizmos, EditorOnly adds to your ability to customize the Unity Editor to maximize your game development efficiency and potential.
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As a professional game developer, you'll frequently find yourself working inside prefabs that are complicated or that were created by other people.
📌 Unity offers little to no support for documenting your prefabs. This is a huge deficiency when working in larger teams, where multiple people will touch a single prefab over a long duration of time.
📌 Some point out you can add documentation to external sources like a Google Doc. But this is inconvenient, easy to forget, and error-prone for updating.
📌 Imagine NOT being able to comment your code in the file, but instead having to add every comment to a Google Doc instead. This would be a disaster.
📌 The best documentation is in the code. And the best documentation is in the prefab.
📌 So how do we do this and how do we do it without a performance cost?
📌 I've created an editor script that allows you to comment directly inside your prefab or scene.
📌 Anything starting with the prefix "//" will automatically highlight as green, giving you a visual line break.
📌 Don't worry about performance, because these comments are automatically tagged as EditorOnly. This means Unity will strip these game objects out of builds.
📌 There are other Unity tools that do this, but they always add ugly backgrounds and messy color schemes. My tool is lightweight, performant, and allows you to easily document your prefabs and scenes without any fuss.
📌 Documentation standards do apply, and you want to make sure your comments are short, clean, and convey useful information.
📌 Simple, straight forward, and performant, I hope this tool helps your development process in small and large teams.
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Input is an essential part of your game.
📌 Unity just made the Input System a verified package.
📌 The Legacy Input system has always been a pain. With a convoluted setup, developers could find themselves copying input code everywhere when their design wasn't well planned.
📌 Players can now define a series of input actions inside an ActionMap. Individual ActionMaps may be used to control the player, a vehicle, or specialized UI views.
📌 Individual Actions may be mapped to specific input bindings from different devices. This abstracts away the details of what the input binding is firing. Now your game can just check the actions.
📌 Schemes represent different control setups. This is good for device types, like Keyboard&Mouse vs Gamepad.
📌 Your Input settings can easily be exported into an auto-generated C# file. This gives you access to the polling or subscribing to the actions for any given ActionMap.
⭐️ The addition of the Input System was long overdue. The ease of use and modular design of the new system allows you to focus on what really matters, your game.
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