Find out what’s new for the Addressable Asset System
Synchronous loading and slight performance improvements.
https://blogs.unity3d.com/2021/04/14/find-out-whats-new-for-the-addressable-asset-system/
#addressable
Synchronous loading and slight performance improvements.
https://blogs.unity3d.com/2021/04/14/find-out-whats-new-for-the-addressable-asset-system/
#addressable
Unity Blog
Find out what’s new for the Addressable Asset System | Unity Blog
The Addressable Asset System allows you to safely and efficiently manage the content of complex Unity projects. Discover how the Synchronous Addressables API can make switching your project to this flexible system easier than before.
How to architect code as your project scales | Avoiding technical debt | Unity
https://unity.com/how-to/how-architect-code-your-project-scales
#tips #architecture
https://unity.com/how-to/how-architect-code-your-project-scales
#tips #architecture
Unity
How to architect code as your project scales | Avoiding technical debt | Unity
Effective tips for how to architect the code of a growing game, so it scales neatly and with fewer problems.
Unity 2018 and PlayerLoop
https://blog.beardphantom.com/post/190674647054/unity-2018-and-playerloop
#playerloop
https://blog.beardphantom.com/post/190674647054/unity-2018-and-playerloop
#playerloop
Tumblr
Unity 2018 and PlayerLoop
Introduction
This is a repost of a blog post I made on my old website, pretty much all of this information still applies in 2020!
Before Unity 5.X (specifically 5.0), control over the application...
This is a repost of a blog post I made on my old website, pretty much all of this information still applies in 2020!
Before Unity 5.X (specifically 5.0), control over the application...
UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
UniTask internals
https://neuecc.medium.com/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd
#unitask #async
UniTask internals
https://neuecc.medium.com/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd
#unitask #async
Medium
UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
I’ve previously published UniTask, a new async/await library for Unity, now I’ve rewritten all the code and released new one.
Bursting into 2021 with Burst 1.5
New DirectCall feature makes it even easier to use Burst compiler
https://blogs.unity3d.com/2021/04/14/bursting-into-2021-with-burst-1-5/
#burst
New DirectCall feature makes it even easier to use Burst compiler
https://blogs.unity3d.com/2021/04/14/bursting-into-2021-with-burst-1-5/
#burst
Unity Blog
Bursting into 2021 with Burst 1.5 | Unity Blog
Our High Performance C# (HPC#) compiler technology, Burst, has gone from strength to strength. In the latest version Burst 1.5, we’ve made some major improvements. In this post we’ll take you through the headline features, and show you how to make the most…
A nice and fast way to check if a polygon in 3D space is convex or concave. Basically get a normal for each edge and calculate the dot product with the next edge. Compare the direction and if the sign changes it is concave
https://mobile.twitter.com/BinaryImpactG/status/1381913049167065089
#convex #concave #math
https://mobile.twitter.com/BinaryImpactG/status/1381913049167065089
#convex #concave #math
Twitter
Binary Impact
#UnityTips Here is a nice and fast way to check if a polygon in 3D space is convex or concave. Basically get a normal for each edge and calculate the dot product with the next edge. Compare the direction and if the sign changes it is concave. #math #coding…
Unity - Scripting API: GlobalObjectId
https://docs.unity3d.com/ScriptReference/GlobalObjectId.html
#globalobjectid #id
https://docs.unity3d.com/ScriptReference/GlobalObjectId.html
#globalobjectid #id
ShaderQuest Part 1: Graphics Concepts – Harry Alisavakis
https://halisavakis.com/shaderquest-part-1-graphics-concepts/
#shader #basics
https://halisavakis.com/shaderquest-part-1-graphics-concepts/
#shader #basics
Как мы «вырастили» и победили читеров в своем онлайн-шутере
https://m.habr.com/en/company/lightmap/blog/544182/
#anticheat
https://m.habr.com/en/company/lightmap/blog/544182/
#anticheat
Habr
Как мы «вырастили» и победили читеров в своем онлайн-шутере
Часто сижу на форумах читеров, не потому что нравится, а просто разработчику PvP-шутера всегда нужно быть в тонусе. Некоторые из взломщиков в прямом смысле слова выросли на моих глазах вместе с...
Первые пять шагов для перелома ситуации с читерами в PvP-шутере
https://m.habr.com/en/company/lightmap/blog/547562/
#anticheat
https://m.habr.com/en/company/lightmap/blog/547562/
#anticheat
Habr
Первые пять шагов для перелома ситуации с читерами в PvP-шутере
Мы прошли долгий путь от появления в игре первых читеров до полного пересмотра подхода к разработке, чтобы создавать защищенные по умолчанию мобильные проекты. О том, как в игре появились читеры, я...
Еще пять инструментов против читеров на мобильном проекте с DAU 1 млн пользователей
https://m.habr.com/en/company/lightmap/blog/554594/
#anticheat
https://m.habr.com/en/company/lightmap/blog/554594/
#anticheat
Habr
Еще пять инструментов против читеров на мобильном проекте с DAU 1 млн пользователей
Когда-то нам пришлось полностью переработать защиту популярного PvP-шутера. Результатом стал ряд инструментов, которые мы готовили и зарелизили одновременно, чтобы не дать читерам возможность...
I made a trailer that got 7K organic views and 1K wishlist in 3 days. Just wanted to share my techniques!
https://www.reddit.com/r/gamedev/comments/mthobe/i_made_a_trailer_that_got_7k_organic_views_and_1k/
#trailer #marketing
https://www.reddit.com/r/gamedev/comments/mthobe/i_made_a_trailer_that_got_7k_organic_views_and_1k/
#trailer #marketing
Reddit
From the gamedev community on Reddit: I made a trailer that got 7K organic views and 1K wishlist in 3 days. Just wanted to share…
Explore this post and more from the gamedev community
Remove water from inside concave surface by rendering a "negative volume": A mesh approximating the shape of the interior, which is rendered after opaque but before transparent objects.
https://twitter.com/omeletteandyog1/status/1356633800067977218?s=20
https://twitter.com/kolyasisan/status/1356903355877105664?s=20
#3dmask #mask #rendering
https://twitter.com/omeletteandyog1/status/1356633800067977218?s=20
https://twitter.com/kolyasisan/status/1356903355877105664?s=20
#3dmask #mask #rendering
Twitter
OMYOG
#UnityTips: Remove water from inside concave surface by rendering a "negative volume": A mesh approximating the shape of the interior, which is rendered after opaque but before transparent objects. #gamedev #indiedev #shaders #unity3d #videogame
"2⃣ Animation Curves Unity supports a super easy way to create smooth paths through ANIMATION CURVES. Perfect for blending & animating properties. Creation: public AnimationCurve Curve; Usage: float x = Curve.Evaluate(t);
https://mobile.twitter.com/AlanZucconi/status/1356629345255780352
#tips
https://mobile.twitter.com/AlanZucconi/status/1356629345255780352
#tips
Twitter
Alan Zucconi
2⃣ Animation Curves Unity supports a super easy way to create smooth paths through ANIMATION CURVES. Perfect for blending & animating properties. Creation: public AnimationCurve Curve; Usage: float x = Curve.Evaluate(t); #unitytips docs.unity3d.com/ScriptReferenc…