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
12 May 2024: The article has been updated with some new content. The updated sections are labelled in boxes like these below.
While working on the next part of the Vampire Survivors series, one of our Patrons reported a bug with our weapon upgrade UI system in this forum topic. Basically, if you already have the maximum number of weapons / passives in your inventory, the level-up UI will still continue to give you new weapons / passives as upgrade options. These upgrade options, however, are unselectable, because the function that is fired when they are clicked on will fail, as the PlayerInventory will fail to add the item.
What began as (what I thought was) an easy bug fix became an entire part in the series, because the bug fix turned out to require a bigger overhaul on our scripts than I expected.
Hence, we have this part of the tutorial series.

If you’ve been using Unity’s Canvas-based UI system to create a main menu, pause screen or even a death screen for a game in Unity, you may sometimes encounter an issue where some buttons on your UI don’t seem to be responding when you hover over or click on them.
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