If you’re following our tutorial series in Unity 6, you may want to be using Unity’s new Input System, instead of the older Input Manager. This is a guide on how to implement that.
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A geek of the highest order, Terence speaks a great number of (programming) languages and dabbles in a couple of tech fields. He writes about common problems programmers come across in this blog.

If you’re following our tutorial series in Unity 6, you may want to be using Unity’s new Input System, instead of the older Input Manager. This is a guide on how to implement that.
Continue readingThis article is a part of the series:
Creating a Farming RPG (like Harvest Moon) in Unity
Ever wanted to create a game like Harvest Moon in Unity? Check out Part 35 of our guide here, where we fix a few bugs and implement a new Festival system for our game. You can also find Part 34 of our guide here, where we created our storage system.

This article is a part of the series:
Using GitHub Desktop for Unity collaboration
In the 4th part of this series, we dive into one of Git’s most powerful features—branching.
When working on projects, it’s common to accidentally overwrite someone else’s work or struggle with testing new ideas without affecting the main project. Branches act as a safe workspace, letting you build new features without worrying about breaking your existing game build.
In this article, we’ll explore what branches are, how to create and manage them, and how you can use them for your own development workflow.
Continue readingThis article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity
Update 10 April 2026: There was a small error with the GetFeeCost() function in PowerUpData as it did not use the feeFactor set. It has been fixed.
In this part of the series, we will be implementing a more robust save system than the one we had in the previous part. As we have recently created a robust save system asset called the Bench Universal Save System for the latest part of our Metroidvania series, we are going to upgrade our save system to use it (and make the development of our save system much easier).
On top of that, to test out the save system, we are also going to implement the power-up screen into our project as well, so that players will be able to buy something with the coins they have collected.
This article is a part of the series:
Creating a Metroidvania (like Hollow Knight) in Unity
In Part 15 of our tutorial series, we will be working on implementing a new and improved save system that supports multiple slots for our game. This new save system will be more robust and less buggy than our old implementation, which used the deprecated (and less flexible) BinaryWriter class in C#, and had a multitude of problems as a result.