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.
Unity Test Tip: how to speedup your tests with one simple trick
Use Time.timeScale, but don't increase it too much.
https://gameconductor.net/blog/unity-test-tip-how-to-speedup-your-tests-with-one-simple-trick.html
#testing #tip
Use Time.timeScale, but don't increase it too much.
https://gameconductor.net/blog/unity-test-tip-how-to-speedup-your-tests-with-one-simple-trick.html
#testing #tip
Game Conductor Blog
Unity Test Tip: how to speedup your tests with one simple trick
Game developers need to rely on a fairly large battery of tests to ensure recent changes didn’t break anything. The drawback of such a large number of tests is the time it takes to complete. But what if we could speed them up with one…
Andy Robbins on Twitter: "Valheim is pretty heavily GPU bound and the frame rates suck. Can't really blame them, typical of tiny indie teams and I'm enjoying the game, but I wonder if I can point a profiler at it and see what I can find..."
https://mobile.twitter.com/miniciv/status/1375270184953389060
#gpu #profiling
https://mobile.twitter.com/miniciv/status/1375270184953389060
#gpu #profiling
Twitter
Andy Robbins
Valheim is pretty heavily GPU bound and the frame rates suck. Can't really blame them, typical of tiny indie teams and I'm enjoying the game, but I wonder if I can point a profiler at it and see what I can find...
GitHub - hecomi/UnityScreenSpaceBoolean: Screen Space Boolean Implementation for Unity.
https://github.com/hecomi/UnityScreenSpaceBoolean
#screen #space #boolean
https://github.com/hecomi/UnityScreenSpaceBoolean
#screen #space #boolean
GitHub
GitHub - hecomi/UnityScreenSpaceBoolean: Screen Space Boolean Implementation for Unity.
Screen Space Boolean Implementation for Unity. Contribute to hecomi/UnityScreenSpaceBoolean development by creating an account on GitHub.
From STUPID to SOLID Code!
Yet another article on solid.
https://williamdurand.fr/2013/07/30/from-stupid-to-solid-code/
#solid
Yet another article on solid.
https://williamdurand.fr/2013/07/30/from-stupid-to-solid-code/
#solid
William Durand
From STUPID to SOLID Code!
STUPID is an acronym that describes bad practices in Oriented Object Programming. SOLID is an acronym that stands for five basic principle of Object-Oriented Programming and design to fix STUPID code.
Build stunning mobile games that run smoothly with Adaptive Performance
https://blogs.unity3d.com/2021/03/30/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance/
#adaptive #performance
https://blogs.unity3d.com/2021/03/30/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance/
#adaptive #performance
Unity Blog
Build stunning mobile games that run smoothly with Adaptive Performance | Unity Blog
Learn how to use Adaptive Performance to tune your mobile game – balancing frame rates and graphics. Get the latest details on Adaptive Performance’s updates for device simulator, samples and scalers.
Tales from the optimization trenches: Saving memory with Addressables
Thorough example how addressables help optimize memory usage with analysis tools.
https://blogs.unity3d.com/2021/03/31/tales-from-the-optimization-trenches-saving-memory-with-addressables/
#addressables #memory #optimization
Thorough example how addressables help optimize memory usage with analysis tools.
https://blogs.unity3d.com/2021/03/31/tales-from-the-optimization-trenches-saving-memory-with-addressables/
#addressables #memory #optimization
Unity Blog
Tales from the optimization trenches: Saving memory with Addressables | Unity Blog
Efficient streaming of assets in and out of memory is a key element of any quality game. As a consultant on our Professional Services team, I’ve been striving to improve the performance of many customer projects. That’s why I’d like to share some tips on…
Object Pooling in Unity 2021+
https://thegamedev.guru/unity-cpu-performance/object-pooling/
#objectpool #pool
https://thegamedev.guru/unity-cpu-performance/object-pooling/
#objectpool #pool
TheGamedev.Guru
Object Pooling in Unity 2021+
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
Using the DebuggerDisplay Attribute - Visual Studio 2015 | Microsoft Docs
https://docs.microsoft.com/en-us/previous-versions/visualstudio/visual-studio-2015/debugger/using-the-debuggerdisplay-attribute?view=vs-2015&redirectedfrom=MSDN
#debug #attribute
https://docs.microsoft.com/en-us/previous-versions/visualstudio/visual-studio-2015/debugger/using-the-debuggerdisplay-attribute?view=vs-2015&redirectedfrom=MSDN
#debug #attribute
Docs
Using the DebuggerDisplay Attribute - Visual Studio 2015
Animated Text Thread!🧵
https://twitter.com/toyful_games/status/1377006124914839556?s=20
#animated #text
https://twitter.com/toyful_games/status/1377006124914839556?s=20
#animated #text
Twitter
Toyful Games
🧵Animated Text #gamedev Thread!🧵 Although text isn't really the star of #veryveryvalet, making it expressive and pleasant-to-read is essential! It levels up the polish AND is a cost effective injection of character via characters (1/9) #indiedev #madewithunity…
Awesome video on how to make a rainy window step by step and with in-depth explanation of every line
https://youtu.be/EBrAdahFtuo
https://youtu.be/0flY11lVCwY
#shader #window #rain
https://youtu.be/EBrAdahFtuo
https://youtu.be/0flY11lVCwY
#shader #window #rain
YouTube
Making a rainy window in Unity - Part 1
Twitter: @The_ArtOfCode
Facebook: https://www.facebook.com/groups/theartofcode/
Patreon: https://www.patreon.com/TheArtOfCode
PayPal Donation: https://paypal.me/theartofcode
I did an effect a little while ago that shows rain dripping down a window. I figured…
Facebook: https://www.facebook.com/groups/theartofcode/
Patreon: https://www.patreon.com/TheArtOfCode
PayPal Donation: https://paypal.me/theartofcode
I did an effect a little while ago that shows rain dripping down a window. I figured…
Bitmapflow Free Open Source Animation Tool
Tool to generate additional frames in spritesheet animation
https://gamefromscratch.com/bitmapflow-free-open-source-animation-tool/
Video: https://youtu.be/rzxOwx37mWY
#assets #generation
Tool to generate additional frames in spritesheet animation
https://gamefromscratch.com/bitmapflow-free-open-source-animation-tool/
Video: https://youtu.be/rzxOwx37mWY
#assets #generation
GameFromScratch.com
Bitmapflow Free Open Source Animation Tool – GameFromScratch.com
Bitmapflow is a new sprite animation tool written using the Godot game engine that is free and open source