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puzey.net

dan.puzey == jazzyfunkygamergeek

The personal blog of Dan Puzey: coder, gamer, musician.

http://www.puzey.net/

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Daniel Puzey

Daniel Puzey

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Daniel Puzey

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do●●●●●●●●●●●●@puzey.net

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dan.puzey == jazzyfunkygamergeek | puzey.net Reviews
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The personal blog of Dan Puzey: coder, gamer, musician.
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dan.puzey == jazzyfunkygamergeek | puzey.net Reviews

https://puzey.net

The personal blog of Dan Puzey: coder, gamer, musician.

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1

mango-factory - dan.puzey == jazzyfunkygamergeek

http://www.puzey.net/tag/mango-factory

Page 1 of 1. I've been pretty quiet on the musical front of late, but I have three gigs with three different bands coming up and - in an unexpected ». Page 1 of 1. Proudly published with Ghost.

2

Making games run faster

http://www.puzey.net/making-games-run-faster

Making games run faster. Or: why micro-optimising games code often helps. I was part of a conversation on Twitter. That started with a question about the relative performance of calling. Vs having a public field assigned in the inspector. I linked back to my earlier post. That includes a profiling script for Unity prefabs. In a followup to those tweets, I was asked "should I care about optimising this code if it's 0.001% of my CPU budget? In terms of performance. 400 times per second. The beauty of this ...

3

Dan Puzey - dan.puzey == jazzyfunkygamergeek

http://www.puzey.net/author/dan-puzey

Long-time dev and technical architect. Corporate .NET/Node.js/web experience including Nokia and ADP. Indie games developer, mostly doing Unity3d for Big Robot. Saxophonist for Mango Factory and others! Http:/ blog.puzey.net. Page 1 of 2. Older Posts →. Global Game Jam 2016. It seems I just took part in my first ever game jam and, to my surprise, I made something actually playable. Thanks in huge part to ». Handy Unity fact of the day. Unity's .SetActive vs .SetActiveRecursively. Making games run faster.

4

tips - dan.puzey == jazzyfunkygamergeek

http://www.puzey.net/tag/tips

Page 1 of 1. Handy Unity fact of the day. So, today's useful snippet, after too long debugging a related issue: if you have an Awake() method on a MonoBehaviour in Unity, and that method throws ». Page 1 of 1. Proudly published with Ghost.

5

Unity's .SetActive vs .SetActiveRecursively

http://www.puzey.net/unitys-setactive-vs-setactiverecursively

Unity's .SetActive vs .SetActiveRecursively. A story of how fixing warnings broke all my code. It's all very well obsoleting this stuff, but you have to make sure it's still compatible. At some point during the 4.x cycle, Unity. Switched the way that a. Is activated and deactivated in a scene at runtime. Previously, there was a boolean. Property, and a method called. That could be used. This leads to some confusion: if I set. Then what is the state of a child of. Assuming that all children of. Even thoug...

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dan.puzey == jazzyfunkygamergeek

The personal blog of Dan Puzey: coder, gamer, musician. Page 1 of 2. Older Posts →. Handy Unity fact of the day. So, today's useful snippet, after too long debugging a related issue: if you have an Awake() method on a MonoBehaviour in Unity, and that method throws ». Unity's .SetActive vs .SetActiveRecursively. A story of how fixing warnings broke all my code. It's all very well obsoleting this stuff, but you have to make sure it's still compatible. ». Simple, better Unity logging. Making games run faster.

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