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...
Связываем две мобильные платформы в едином коде на Unity
https://m.habr.com/en/company/pixonic/blog/532496/
#services
https://m.habr.com/en/company/pixonic/blog/532496/
#services
Habr
Связываем две мобильные платформы в едином коде на Unity
Для Unity-разработчиков уже привычно управление игровыми потоками и сервисами на таких платформах, как iOS и Android. Однако после того, как в экосистеме появились мобильные сервисы Huawei,...
Представляем Owlcat Mono Profiler для Unity
https://m.habr.com/en/post/531248/
#memory #profiler #mono
https://m.habr.com/en/post/531248/
#memory #profiler #mono
Habr
Представляем Owlcat Mono Profiler для Unity
Официальная часть мероприятияДобрый день. Я работаю программистом в компании Owlcat Games, которая выпустила одну из самых успешных российских компьютерных RPG Pathfinder: Kingmaker и сейчас...
AltUnity Tester - UI Test Automation | Utilities Tools | Unity Asset Store
https://assetstore.unity.com/packages/tools/utilities/altunity-tester-ui-test-automation-112101
#ui #test #automation
https://assetstore.unity.com/packages/tools/utilities/altunity-tester-ui-test-automation-112101
#ui #test #automation
Unity Asset Store
AltUnity Tester - UI Test Automation | Utilities Tools | Unity Asset Store
Use the AltUnity Tester - UI Test Automation from Altom on your next project. Find this utility tool & more on the Unity Asset Store.
Solving Ballistic Trajectories - ForrestTheWoods
https://www.forrestthewoods.com/blog/solving_ballistic_trajectories/
Translation: https://m.habr.com/en/post/538952/
#math #ballistic
https://www.forrestthewoods.com/blog/solving_ballistic_trajectories/
Translation: https://m.habr.com/en/post/538952/
#math #ballistic
Forrestthewoods
Solving Ballistic Trajectories - ForrestTheWoods
Detailed explanation of 3d math needed to solve video game ballistic trajectories.
GitHub - scellecs/Morpeh: 🎲 Fast and Simple Entity Component System (ECS) Framework for Unity Game Engine
https://github.com/scellecs/Morpeh
#ecs #morpeh
https://github.com/scellecs/Morpeh
#ecs #morpeh
GitHub
GitHub - scellecs/morpeh: 🎲 ECS Framework for Unity Game Engine and .Net Platform
🎲 ECS Framework for Unity Game Engine and .Net Platform - scellecs/morpeh
A lightning round of great tips for 2D games
https://blogs.unity3d.com/2021/02/09/a-lightning-round-of-great-tips-for-2d-games/
Video: https://youtu.be/-wms7mDShag
#2d #tips #optimization
https://blogs.unity3d.com/2021/02/09/a-lightning-round-of-great-tips-for-2d-games/
Video: https://youtu.be/-wms7mDShag
#2d #tips #optimization
Unity Blog
How To Get Started Fast With Unity's 2D Tools | Unity Blog | Unity Blog
Learn how to use Unity's full suite of 2D Tools efficiently and quickly for your project with tips and tricks from our 2D technical product managers.
[Guest Post] Better refactoring for Unity projects using .NET analyzers | Visual Studio Blog
https://devblogs.microsoft.com/visualstudio/guest-post-better-refactoring-for-unity-projects-using-net-analyzers/
#roslyn #code #analyzer
https://devblogs.microsoft.com/visualstudio/guest-post-better-refactoring-for-unity-projects-using-net-analyzers/
#roslyn #code #analyzer
Visual Studio Blog
[Guest Post] Better refactoring for Unity projects using .NET analyzers
In this guest post, Visual Studio Tools for Unity intern Shreya Pandit shows how she created custom analyzers for Unity, and how you can get involved with the open source project as well.
glTF in Unity optimization - 6. Asynchronous Programming
https://atteneder.netlify.app/posts/gltfast-async-1/
#async
https://atteneder.netlify.app/posts/gltfast-async-1/
#async
glTF in Unity optimization - 7. Performance Tests
Example of performance test with custom performance report
https://atteneder.netlify.app/posts/gltfast-perf-tests/
#performance #test
Example of performance test with custom performance report
https://atteneder.netlify.app/posts/gltfast-perf-tests/
#performance #test