Scaling Gizmo Depending on the Scene View Camera

When we use Gizmos API for drawing objects, the object is drawn in world space and it won’t get scaled depending on the camera zoom in the scene view, to fix this, you need to scale the size of gizmo, by using HandleUtility.GetHandleSize: (The below is an example usage of this method)

References: Constant…

Unity – Scene Manager Utility

The current management of scenes in Unity is a bit hard and needs to be simplified with creating an integrated window for Unity and managing all scenes at one place, so I decided to create a small Unity utility window for managing scenes.

Save Game – Introduction

Save Game is a critical part of most games, but not all, for example, a game like Diep.io does not need a data persistent, they only need data persistent for storing achievements and such. But in most cases, Save system is a critical part in all games, like Leveled games, such as Candy Crush, or bigger…

Unity – Color Picker Utility

Today, when I was working on my personal project, I needed to pick and edit a color, also I needed the other color representations like Hexadecimal and RGBA, so for doing this, I needed to open a external program to pick and edit colors, but I got tired by doing this every time and decided…

Serialization – Introduction

In computer science, in the context of data storage, serialization is the process of translating data structures or object state into a format that can be stored (for example, in a file or memory buffer) or transmitted (for example, across a network connection link) and reconstructed later (possibly in a different computer environment).[1] When the resulting series of bits is reread according to the serialization format, it can…

Implementing Singleton Pattern in Unity

In software engineering, the singleton pattern is a software design pattern that restricts the instantiation of a class to one object. This is useful when exactly one object is needed to coordinate actions across the system. The concept is sometimes generalized to systems that operate more efficiently when only one object exists, or that restrict the instantiation to a certain number of objects. The term…