Saving selections

The current editor element selection can be stored in a save state by using the combination ctrl+alt+1-0 and retrieved with the combination ctrl+shift+1-0.

A use case could be: while editing a gameobject in scene 1, the user would like to compare the contents to a similar gameobject in scene 2. While the first object is selected, ctrl+alt+0 would store the state. Then the user would load the similar game object, and save that state with ctrl+alt+1. ctrl+shift+0 would retrieve the first state, and the user could rapidly toggle between the two states by holding ctrl+shift and switching between 0 and 1.

Scenes!

What the heck are even scenes.

All of my Unity games have been single-scene because all I cared about was getting things playable. But for a published game, start-on-load can be a bit jarring. We want the user to control when they have to be fully focused to avoid incuring penalties. Starting out with your villagers suddenly dying and you better hurry up and figure it out is a bit upsetting.

My HTML5 canvas games, Centipede and the like, have a start screen with option selections, and the player can control when the action starts. However, this was basically just controlling the contents of a single canvas, and wiping it and restoring the next ‘scene’, so it’s a bit clunky, but works.

Renaming scenes

There is apparently no UI option to rename a scene, but you can rename the file itself inside the Project Explorer > Assets > Scenes folder.

Performance stats

While in game mode, click the ‘Stats’ button in the top right of the game pane.