This post is due to “Dirty coding tricks” post from Gamasutra which we hardly recommend. Basically it’s about bugs seen during the game development of different games which had to be solved using (as its title states) dirty tricks.
During all this time we’ve also encountered some bizarre bugs. To point out some of them, one that caused gorgeous images was in Moebii’s level selector where in some cases the spawn of new cubes failed and then and exponential spawning of cubes started resulting in images like these:
Another weird bug, in this case, caused by Unity, when we upgraded Hungry Gows project from version 3.0 to 3.5 we realized that some of the transform matrixes of the objects weren’t imported correctly so they had what we supposed it was its initial value, making all these objects to be in a wrong position-rotation-scale. After searching in Internet without luck we randomly tried to address the problem thinking that it was due to a change in float representation so we made a short script which imposed all the values from the transform matrix of all the objects of the scenes to have at least 2 decimals. Luckily this worked out and we could save a lot of time avoiding having to change by hand all the values based on the original ones.