When to identify an object using tags as opposed to its name?
Learn when it's time to create and assign tags to your objects instead of just relying on their names.
Distinguishing between trigger colliders of the same object hierarchy
"How can I determine which Trigger has been hit?"
This is a common question that we answer here in two different ways giving you the pros and cons.
How to disable OnTriggerEnter() via script?
There are several ways to disable the OnTriggerEnter() method to be called. Learn what's the most appropriate one for your case in this article.
A Complete Guide to Fixing Collision Detection in Unity
OnTriggerEnter (OnCollisionEnter) not being called is a really frustrating and common situation. Learn about the most common reasons for this to happen and how to fix them.
How to play a sound upon collision in Unity even when the object is destroyed
Silence after an explosion or coin pickup is not exactly what we want, right?
How to procedurally generate a dungeon using the BSP method on Unity
You'll learn how to create a dungeon generator tool using a classic method from PCG and how to apply it in practice using Unity's tilemap system.
Procedural dungeon generation methods and the role of Unity on them
An overview of the most common methods of procedural dungeon generation and what's the role of Unity on that.
How to play an animation on key press on Unity 2018
Unity's animation system can be quite daunting. Learn how to get started with it playing an animation on a key press.
Fighting the video tyranny of the Unity learning scene.
Bladecast is trying to cover a lot of small questions unity developers have but have to face minutes or even hours of video to get these questions answered. Because of that, our main content format is text where the user can go back and forth much more easily.
We're also deep believers of the importance of exercises, having that in mind each of our tutorials will have a suggested minimum amount of work to be done and also more advanced suggestions are occasionally made.