Welcome to the blog. Latest posts below.

FBX Hierarchy (PIVOTS) Export From Houdini to Unity

Exporting from Houdini to Unity while preserving a clean hierarchy and correct pivots is tricky. This guide shows how to build paths, create explicit pivot points, rig them, and export via FBX Character Output so every control ends up under its own pivot in Unity. You’ll see the full node setup, gotchas, and reusable digital assets to speed up future exports.

C# Meta programming with Unity

Boilerplate like change‑notification properties is tedious to write by hand. Using Roslyn Source Generators with Unity, you can mark fields with an attribute and have properties and events generated at compile time, delivered via a Unity analyzer assembly. The article demonstrates both a simple template‑based generator and a more flexible Syntax API approach, with practical guidance to adopt it in your projects.

MeshData mess

Unity’s MeshData API is fast and flexible, but vertex attribute order must match the descriptors you declare. This article shows how a mismatched struct layout can make a triangle invisible and produce invalid bounds, and how to fix it by aligning Position/Normal/TexCoord order. Use the corrected example as a template to avoid subtle rendering bugs.

What exactly GetComponent returns?

Unity’s GetComponent behaves differently for engine components and your own MonoBehaviours. In the Editor, missing engine components like Renderer can yield a special “fake null” object that overrides ==, while in Standalone it’s a real null; your own types return real null in both. The post walks through logs and explains why (and how TryGetComponent differs), so you can write reliable null checks across environments.