Good example why you need to benchmark your hot path code and choose what is better for you: speed or memory allocations
https://youtu.be/8-NAwKYXMzs
#linq #performance
https://youtu.be/8-NAwKYXMzs
#linq #performance
YouTube
Is LINQ in C# actually slow?
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Check out my courses: https://nickchapsas.com
Hello everybody I'm Nick and in this video I wanna talk about LINQ and it's performance in C#. LINQ is a killer feature for C#…
Check out my courses: https://nickchapsas.com
Hello everybody I'm Nick and in this video I wanna talk about LINQ and it's performance in C#. LINQ is a killer feature for C#…
Запуск игры на Unity из приложения SwiftUI для iOS
https://m.habr.com/en/company/alconost/blog/546416/
#swift #unitylib
https://m.habr.com/en/company/alconost/blog/546416/
#swift #unitylib
Habr
Запуск игры на Unity из приложения SwiftUI для iOS
С версии 2019.3 Unity поддерживает загрузку и выгрузку игры на Unity из нативного приложения для iOS или Android с помощью функции «Unity as a Library». Это удобный способ встроить игру в нативное...
Shaders for Game Devs 2020
https://docs.google.com/document/u/0/d/1h_7O9n5-q8Kb-rhnMJyF4Tab6i3lH97E4Ykn7tsP-zc/mobilebasic
#shader
https://docs.google.com/document/u/0/d/1h_7O9n5-q8Kb-rhnMJyF4Tab6i3lH97E4Ykn7tsP-zc/mobilebasic
#shader
Insomniac Games and Assisted Creation - Unity Technologies Blog
https://blogs.unity3d.com/2021/03/17/insomniac-games-and-assisted-creation/
#artengine #assets
https://blogs.unity3d.com/2021/03/17/insomniac-games-and-assisted-creation/
#artengine #assets
Unity Blog
Insomniac Games and assisted creation | Unity Blog
Looking to remaster old content? Upres 2.0 enables you to take old, outdated assets and elevate them to meet today’s standards.
Object Calisthenics
A list of principles to write more maintainable code. You shouldn't blindly follow all, but take a moment to think about each of them.
https://williamdurand.fr/2013/06/03/object-calisthenics/
Video by another content creator: https://www.youtube.com/watch?v=gyrSiY4SHxI
#coderules #calisthenics
A list of principles to write more maintainable code. You shouldn't blindly follow all, but take a moment to think about each of them.
https://williamdurand.fr/2013/06/03/object-calisthenics/
Video by another content creator: https://www.youtube.com/watch?v=gyrSiY4SHxI
#coderules #calisthenics
William Durand
Object Calisthenics
Object Calisthenics are 9 steps to better software design today.
A new Package Manager experience in Unity 2021.1
https://blogs.unity3d.com/2021/03/22/package-manager-updates/
#package #manager
https://blogs.unity3d.com/2021/03/22/package-manager-updates/
#package #manager
Unity Blog
A new Package Manager experience in Unity 2021.1 | Unity Blog
The Package Manager is a modular system and API designed to speed up your workflows and optimize the size of your runtime by offering Unity-developed features as optional packages.
Research : Unity Texture Memory Loading/Unloading
Unity says you shouldn't use Resources, but still sometimes it's just convenient and faster to do, so check how memory works in that case.
https://gametorrahod.com/unity-texture-memory-loading-unloading/
#resource #unload
Unity says you shouldn't use Resources, but still sometimes it's just convenient and faster to do, so check how memory works in that case.
https://gametorrahod.com/unity-texture-memory-loading-unloading/
#resource #unload
Game Torrahod
Research : Unity Texture Memory Loading/Unloading
There are several interesting and ambiguous questions in Unity about when the memory will be occupied.
Unity Mono Runtime - The Truth about Disposable Value Types
If you ever wondered why Unity generated garbage using foreach. Claimed to be fixed in 5.5, but still a good reading
https://codingadventures.me/2016/02/15/unity-mono-runtime-the-truth-about-disposable-value-types/
#garbage #memory
If you ever wondered why Unity generated garbage using foreach. Claimed to be fixed in 5.5, but still a good reading
https://codingadventures.me/2016/02/15/unity-mono-runtime-the-truth-about-disposable-value-types/
#garbage #memory
Coding Adventures
Unity Mono Runtime - The Truth about Disposable Value Types - Coding Adventures
When I started making games using Unity, after almost 10 years of C# development, I was very concerned to acknowledge that foreach loops are highly avoided in Unity because they allocate unnecessary memory on the heap. Personally I love the clean syntax of…
To box or not to box
Details about using statement with structs. Once again the moral of the story is: mutable value types are enough pure evil to turn you all into hermit crabs, and therefore should be avoided.
https://ericlippert.com/2011/03/14/to-box-or-not-to-box/
#disposable #struct
Details about using statement with structs. Once again the moral of the story is: mutable value types are enough pure evil to turn you all into hermit crabs, and therefore should be avoided.
https://ericlippert.com/2011/03/14/to-box-or-not-to-box/
#disposable #struct
Fabulous adventures in coding
To box or not to box
Suppose you have an immutable value type that is also disposable. Perhaps it represents some sort of handle. struct MyHandle : IDisposable { public MyHandle(int handle) : this() { this.Handle = han…
Reducing Memory Usage in Unity, C# and .NET/Mono | Andrew Fray
An old article, not all points are relevant now, but better check your hot path code to not have extensive allocations
https://andrewfray.wordpress.com/2013/02/04/reducing-memory-usage-in-unity-c-and-netmono/
#memory #optimization
An old article, not all points are relevant now, but better check your hot path code to not have extensive allocations
https://andrewfray.wordpress.com/2013/02/04/reducing-memory-usage-in-unity-c-and-netmono/
#memory #optimization
Andrew Fray
Reducing Memory Usage in Unity, C# and .NET/Mono
Unity on iOS uses an early version of Mono’s heap manager. This manager doesn’t do packing, so if you fragment your heap, it’ll just grab a new one for you. I am under the impress…
JacksonDunstan.com | Should You Cache Array.Length and List.Count?
Cache List.Count. But don't take everything for granted and performance test your hot path code
https://www.jacksondunstan.com/articles/3577
#performance
Cache List.Count. But don't take everything for granted and performance test your hot path code
https://www.jacksondunstan.com/articles/3577
#performance
Jacksondunstan
JacksonDunstan.com | Should You Cache Array.Length and List.Count?
JacksonDunstan.com covers game programming
Building Unity using Jenkins Pipelines
https://andrewfray.wordpress.com/2020/12/28/building-unity-using-jenkins-pipelines/
#jenkins #cicd
https://andrewfray.wordpress.com/2020/12/28/building-unity-using-jenkins-pipelines/
#jenkins #cicd
Andrew Fray
Building Unity using Jenkins Pipelines
This is the third of a series of posts on Jenkins and Unity. In this post I’ll outline how I set up Jenkins to make reliable repeatable Unity builds, using a pipelines noscript (also called a j…
Unity Test Framework: waiting the right way
Use coroutine wrapper like Wait.While(...) to await actions in playmode tests
https://gameconductor.net/blog/unity-test-framework-waiting-the-right-way.html
#playmode #testing
Use coroutine wrapper like Wait.While(...) to await actions in playmode tests
https://gameconductor.net/blog/unity-test-framework-waiting-the-right-way.html
#playmode #testing
Game Conductor
Unity Test Framework: waiting the right way
Waiting efficiently during automated tests written with the Unity Test Framework.