C# interfaces can be tricky in Unity since an interface reference will NOT be null even if the Object is destroyed. Use this base interface + extension method trick to make it easy
https://mobile.twitter.com/six_ways/status/1328693371079073794
#tips
https://mobile.twitter.com/six_ways/status/1328693371079073794
#tips
Twitter
Luke Thompson
C# interfaces can be tricky in @unity3d since an interface reference will NOT be null even if the Object is destroyed. Use this base interface + extension method trick to make it easy! #unitytips #gamedev #indiedev #madewithunity
In Unity you can easily predict the trajectory of an object simulating the Physics.
I have faced the same task in my game before and had to think about how to solve it, but now you know about this shortcut which is suitable for most use cases.
Video: https://t.co/hHUODTGFnx
https://mobile.twitter.com/tntcproject/status/1323237025265438734
#trajectory #prediction
I have faced the same task in my game before and had to think about how to solve it, but now you know about this shortcut which is suitable for most use cases.
Video: https://t.co/hHUODTGFnx
https://mobile.twitter.com/tntcproject/status/1323237025265438734
#trajectory #prediction
YouTube
Trajectory prediction in Unity
In many games, especially in 2d puzzles, the player can see a line that represents the bullet trajectory before shooting.
This mechanics is used for example in Puzzle Bubble, Tank Wars, Peggle, and many more.
It's commonly used for power-ups or tutorial levels.…
This mechanics is used for example in Puzzle Bubble, Tank Wars, Peggle, and many more.
It's commonly used for power-ups or tutorial levels.…
GitHub - keijiro/KinoGlitch: Video glitch effects for Unity
https://github.com/keijiro/KinoGlitch
#shader #glitch
https://github.com/keijiro/KinoGlitch
#shader #glitch
GitHub
GitHub - keijiro/KinoGlitch: Video glitch effects for Unity
Video glitch effects for Unity. Contribute to keijiro/KinoGlitch development by creating an account on GitHub.
Dynamic Camera Project | Camera | Unity Asset Store
https://assetstore.unity.com/packages/tools/camera/dynamic-camera-project-183767
#camera #noscript
https://assetstore.unity.com/packages/tools/camera/dynamic-camera-project-183767
#camera #noscript
Unity Asset Store
Dynamic Camera Project | Camera | Unity Asset Store
Get the Dynamic Camera Project package from Eveld-Tech and speed up your game development process. Find this & other Camera options on the Unity Asset Store.
GameTune: Introducing reinforcement learning for optimizing the player lifecycle - Unity Technologies Blog
Optimize player experience and LTV with reinforcement learning
https://blogs.unity3d.com/2021/01/18/gametune-introducing-reinforcement-learning-for-optimizing-the-player-lifecycle/
#gametune
Optimize player experience and LTV with reinforcement learning
https://blogs.unity3d.com/2021/01/18/gametune-introducing-reinforcement-learning-for-optimizing-the-player-lifecycle/
#gametune
Compilation of Useful Unity Twitter Tips
Tips are very basic, but can be useful for newcomers
https://sharpcoderblog.com/blog/compilation-of-unitytips-from-twitter
#tips
Tips are very basic, but can be useful for newcomers
https://sharpcoderblog.com/blog/compilation-of-unitytips-from-twitter
#tips
Sharp Coder
Compilation of Useful Unity Twitter Tips
Below is a compilation of useful tips for Unity 3D gathered from around the Twitter: 1. Do you want to display GUI elements in the Scene View to make development steps faster...
Как работает SKAdNetwork и фреймворк AppTrackingTransparency в iOS 14
https://vc.ru/marketing/160924-kak-rabotaet-skadnetwork-i-freymvork-apptrackingtransparency-v-ios-14
#tracking
https://vc.ru/marketing/160924-kak-rabotaet-skadnetwork-i-freymvork-apptrackingtransparency-v-ios-14
#tracking
vc.ru
Как работает SKAdNetwork и фреймворк AppTrackingTransparency в iOS 14 — Маркетинг на vc.ru
Самой значимой новостью с WWDC 2020 для индустрии мобильной рекламы стало усиление роли SKAdNetwork и AppTrackingTransparency в связи с предстоящими ограничениями поддержки IDFA и других методов отслеживания рекламы. Разбираем в переводе статьи Incipia, как…
The Mathematics of Catenary - Alan Zucconi
https://www.alanzucconi.com/2020/12/13/catenary-1/
#catenary #theory
https://www.alanzucconi.com/2020/12/13/catenary-1/
#catenary #theory
Alan Zucconi
The Mathematics of Catenary - Alan Zucconi
Hanging cables, wires and chains: they are everywhere in modern games! Learn how to create a physically-acurate catenary in this tutorial!
A Better Architecture for Unity Games
Some advice how to approach a modular architecture in your games
https://thegamedev.guru/unity-architecture/a-better-architecture-for-unity-projects/
#architecture
Some advice how to approach a modular architecture in your games
https://thegamedev.guru/unity-architecture/a-better-architecture-for-unity-projects/
#architecture
TheGamedev.Guru
A Better Architecture for Unity Games
The Gamedev Guru - Unity Game Performance Expertise
Texture Compression in 2020
The detailed overview of texture compression formats. ASTC is still a good choice, but not all devices support it.
https://aras-p.info/blog/2020/12/08/Texture-Compression-in-2020/
#texture #compression
The detailed overview of texture compression formats. ASTC is still a good choice, but not all devices support it.
https://aras-p.info/blog/2020/12/08/Texture-Compression-in-2020/
#texture #compression
Various details about Handles · Aras' website
https://aras-p.info/blog/2020/04/11/Various-details-about-Handles/
#handles
https://aras-p.info/blog/2020/04/11/Various-details-about-Handles/
#handles
Rider 2021.1 Roadmap | JetBrains Blog
https://blog.jetbrains.com/dotnet/2021/01/25/rider-2021-1-roadmap/
#rider
https://blog.jetbrains.com/dotnet/2021/01/25/rider-2021-1-roadmap/
#rider
The JetBrains Blog
Rider 2021.1 Roadmap | The .NET Tools Blog
In this post, we’d like to share our plans for Rider 2021.1 and find out what we can do next to improve your development experience. Your feedback is always welcome!
The following is a list of our pri
The following is a list of our pri
Mecanim and default values - Unity Technologies Blog
Old, but not everyone knows about it.
https://blogs.unity3d.com/2014/05/30/mecanim-and-default-values/
#animator #default
Old, but not everyone knows about it.
https://blogs.unity3d.com/2014/05/30/mecanim-and-default-values/
#animator #default
Unity Technologies Blog
Mecanim and default values - Unity Technologies Blog
Hi there, we are looking into how Mecanim handles its default values and wondering if we should change it in the future. Let’s get a bit technical! The way that Mecanim currently works is that if a “property”– position, rotation, scale, float, animator parameter…
Unity 2021.1 beta is available for feedback
List of features and improvements in 2021.1
https://blogs.unity3d.com/2021/01/27/unity-2021-1-beta-is-available-for-feedback/
#unity #features
List of features and improvements in 2021.1
https://blogs.unity3d.com/2021/01/27/unity-2021-1-beta-is-available-for-feedback/
#unity #features
Unity Blog
Unity 2021.1 beta is available for feedback | Unity Blog
The Unity 2021.1 beta kicks off this year’s Tech Stream with a continued focus on quality and productivity, plus integrated visual noscripting. Read on to learn what’s available for you to try out today. Unity 2020.1 and 2020.2 included many improvements to…
How stunning visual effects bring Ghost of Tsushima to life – PlayStation.Blog
https://blog.playstation.com/2021/01/12/how-stunning-visual-effects-bring-ghost-of-tsushima-to-life
#particle #vfx
https://blog.playstation.com/2021/01/12/how-stunning-visual-effects-bring-ghost-of-tsushima-to-life
#particle #vfx
PlayStation.Blog
How stunning visual effects bring Ghost of Tsushima to life
A deep dive into the wind, weather, and interactive particles that make Jin’s journey come alive.
ТОП-10 ошибок, найденных в C#-проектах за 2020 год / PVS-Studio
https://m.habr.com/en/company/pvs-studio/blog/534834/
#static #analysis
https://m.habr.com/en/company/pvs-studio/blog/534834/
#static #analysis
Habr
ТОП-10 ошибок, найденных в C#-проектах за 2020 год
Наконец-то столь нелёгкий 2020 подходит к концу, а это значит, что пришло время подвести итоги! За этот год командой PVS-Studio было написано немало статей, в которых разбирались разнообразные...
Four More Techniques for Faster Unity 3D Development
A good set of 4 simple tips for newcomers.
https://medium.com/super-jump/four-more-techniques-for-faster-unity-3d-development-1a704dcbfdf8
#prototyping #tips
A good set of 4 simple tips for newcomers.
https://medium.com/super-jump/four-more-techniques-for-faster-unity-3d-development-1a704dcbfdf8
#prototyping #tips
Medium
Four More Techniques for Faster Unity 3D Development
Do more with less code and greater flexibility
Почему мы трансформируем трёхмерные векторы матрицами 4х4?
https://m.habr.com/en/post/540632/
#math #transformation
https://m.habr.com/en/post/540632/
#math #transformation
Habr
Почему мы трансформируем трёхмерные векторы матрицами 4х4?
Почему не матрица 3х3? Почему в матрице 4х4 всё уложено именно так? Зачем там последняя строка, заполненная нулями и одной единицей в конце? Этими вопросами я задался накануне, решил поисследовать...