In this post we explore two of the core concepts in Unity scripting. Enabled state of Unity Components (MonoBehaviours are example Components and we mainly refer to them when talking about Components) and Active state of Unity GameObjects. These concepts haunt pro Unity coders as well as beginners. Even after years of writing Unity code, I still run into problems related to these states. Let’s jump in!

It is important to understand the architecture of a Unity scene, specifically GameObjects and Components.


The official firebase website has a link to download the latest version of their SDK for Unity. The page is here and links to the following URL.

Download Latest Unity SDK
https://firebase.google.com/download/unity

To download older versions, you can use a direct link like below.

Download arbitrary Unity SDK
https://dl.google.com/firebase/sdk/unity/firebase_unity_sdk_X.YY.Z.zip

For example to download firebase SDK version 6.15.2, the direct link would be:

https://dl.google.com/firebase/sdk/unity/firebase_unity_sdk_6.15.2.zip

This information came from this Github issue.


Today I published No Such Studio: Variables on Unity asset store. As the name suggests, this package let’s you create named variables that can be accessed from any script. This post will explain how the package works. It helps with some repetitive Unity tasks you encounter as a developer when dealing with shared variables. You need to know Unity’s component system and programming to use the asset.

Finding other components and calling methods on them is a common part of coding a Unity game. A typical Unity script has parts like this:

This enemy controller script adds to user…


Unity prefers using Coroutines for asynchronous code. However there are times when you have to work with C# Tasks. In my case I am using Google’s Firebase SDK and that SDK uses Tasks. Tasks are great. They let you define blocks of code to run one after another (chaining) and decide what happens if a task fails, throws exceptions, etc. You can read more about them on Microsoft docs.

A big aspect of Tasks that differentiates them from Coroutines is that they can run on background threads. Unity logs uncaught exceptions on the main thread to the console by default…


Here are the most essential shortcuts I use to get things done quickly when using Visual Studio. I’m mainly coding C# for Unity on Windows these days but these shortcuts are generic and applicable to any programming language. This list of shortcuts is not exhaustive. Just the ones I use as a seasoned developer. At the end of this post I have included links to more complete lists.

If you are on Mac or Linux, you probably use Visual Studio Code, the cross platform solution from Microsoft which is different than Visual Studio itself. …


In this post we will learn how to extend the Scene View, probably the most important Editor window in Unity! Things we do in this post:

  1. Show a gizmo for an invisible object from Editor code.
  2. Create our own custom GUI in the scene view
  3. Create a simple move tool to move our target objects around our game arena but make sure they are within the arena limits.

This article is part of a series in which I explain all the techniques for extending the Unity Editor. See the overview post here.

Prerequisite: You need to know C# programming and…


In this post we will learn how to create our custom editor windows in Unity. console, project view and asset store are samples of editor windows.

This article is part of a series in which I explain all the techniques for extending the Unity Editor. See the overview post here.

Prerequisite: You need to know C# programming and be familiar with Unity Editor to benefit most from this post. You also need to know either IMGUI or UIElements for creating GUIs in Editor. In this post I will use IMGUI.

There is an accompanying Unity project. I highly recommend downloading…


In this post we will learn how to create menu items in Unity Editor to perform different tasks. You can add menu items to the main menu, or the context menus in the Inspector window.

This article is part of a series in which I explain all the techniques for extending the Unity Editor. See the overview post here.

Prerequisite: You need to know C# programming and be familiar with Unity Editor to benefit most from this post.

There is an accompanying Unity project. I highly recommend downloading it and trying the topics as you read them here. …


In this post we will learn how to create custom inspector editors for different components (our MonoBehaviour and ScriptableObject). You can tell Unity Editor how exactly you want the Inspector UI for your components to look like.

This article is part of a series in which I explain all the techniques for extending the Unity Editor. See the overview post here.

Prerequisite: You need to know C# programming and be familiar with Unity Editor to benefit most from this post. You also need to be familiar with Unity’s IMGUI. I’ll make a tutorial on IMGUI soon. …

No Such Dev

Software Engineer | Indie Game Developer | Founder of No Such Studio. Follow me to learn how to make video games with Unity. http://www.nosuchstudio.com

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