Toolbox

Tools that is part of my daily workflow

Outside unity

  • Jetbrains rider: the industry standard for C# development. In my opinion, it’s the best IDE available today.
    • June (kinda): rider provide his version of AI assistent to integrate with. While I believe not using AI today is a missed opportunity, I see it as a supporting tool, it speeds the development and helps delivering better code if used corretly.
  • Plastic SCM / GIT: I’m confortable working with both but even with git being the industry standard I normally try to stick with plastic as not all the teams are composed only by programmers and plastic offers some really good ways to abstract the push/pull/merge/branchs concepts for art/music/design guyz.
  • Blender: I’m a noob at 3D modelling, but sometimes I need to do some adjust using this guy, so I tought would be good to point it here.
  • Aseprite: Same of blender, but for 2D, this guy has more uses as sometimes I create custom random icons to use as placeholder, but again, I’m a noob at this art side tools.

Unity package

Main tools:

  • UniTask: lightweight version of C# Task, it’s basically a must for some projects as web games does not work well with Unity’s IEnumerator system, it provide a wide range of tool for some common cases like awaiting for multiple tasks before move on, a feat that can prove a headache if you’re gonna stick with build-in IEnumerator Unity system.
  • Dotween: A robust tweening engine. It integrates seamlessly with UniTask and is widely used by the Unity community. I use it for all kinds of animations and transitions.
  • Hot reload: A must-have for reducing iteration time between play/edit mode. This tool integrates quite well with Rider’s debugger and significantly improves productivity. In my opinion, it’s the best option available nowadays.
  • Odin (temporary): An incredibly powerful tool that extends the Unity Inspector with buttons, attributes, and advanced serialization (from interfaces to queues). However, its licensing model (similar to Unity’s revenue-based tier) sometimes creates friction with clients, so I’m evaluating alternatives.
  • Quantum console: Provide an easy to use in-game command line, normally I use it as a debug tool. Great tool btw
  • Addressables (not always): Insanelly useful database manager to allow us to organize, manage and optimize the use of assets. In some projects it add an unecessary layer of complexity, so its not a package that I use everytime, but its a tool that I’m confortable to work with.
  • Cinemachine: at the moment that I write this page it isn’t, but it soon will become part of default packages that comes with any project creation, a quite good work done by unity with this camera management package.
  • New input system: as the cinemachine, it will become the default soon. It’s weird to call it “new” as it has several years already, but it’s another great choice from unity as this is a pretty good package to work with inputs.
  • Rider flow: It’s an organization tool that have effect inside unity editor only, it helps me to deliver a well organized hierarchy.

Tools in learning process:

  • UI toolkit: last year it has become ready to use on runtime, and it is getting great updates, as it is similar to CSS (that is a well estabilished way to work with front) and the old system is horrible to work with, I’m convinced that this one is the future for UI in unity, but as I am confortable working with the old system and I have a framework on old system, I’m taking my time to move to it, so I’m slowing move to this package.
  • Netcode for gameobjects: I’ve recently become interested in networking, and this is the official Unity package I’m exploring. It’s a work in progress, but I’m actively learning and applying it to side projects.

Not in My Current Focus

While I stay updated on Unity’s broader ecosystem, I currently have no plans to work with DOTS or VR/AR technologies. My focus remains on gameplay programming, tools development, and multiplayer systems, where I can deliver the most impact.