Retention: Ideas and solutions to keep players coming back to your gamе
https://blogs.unity3d.com/2021/03/29/retention-ideas-and-solutions-to-keep-players-coming-back-to-your-game/
#retention
https://blogs.unity3d.com/2021/03/29/retention-ideas-and-solutions-to-keep-players-coming-back-to-your-game/
#retention
Unity Technologies Blog
Retention: Ideas and solutions to keep players coming back to your gameリテンション:ゲームを遊び続けてもらうためのアイデアとソリューション - Unity Technologies…
Findings In the Unity 2021 Gaming Report show engagement levels for games on all platforms rose during 2020. Understandably, with COVID-19 resulting in lockdowns and therefore more indoor and downtime, people turned to games to pass the time. If developers…
A way to implement serializable dictionaries properly in Unity
https://mobile.twitter.com/fludvigsen_pub/status/1366079822322089987
Code: http://wiki.unity3d.com/index.php/SerializableDictionary
#editor #dictionary #serializable
https://mobile.twitter.com/fludvigsen_pub/status/1366079822322089987
Code: http://wiki.unity3d.com/index.php/SerializableDictionary
#editor #dictionary #serializable
Twitter
Fredrik Ludvigsen
After some serious thinking, trying and failing, I finally found a way to implement serializable dictionaries properly in Unity. It's not even much code. Check out wiki.unity3d.com/index.php/Seri… #unitytips
How we did the tutorial system in Academia: School Simulator: SSM – COFFEE BRAIN GAMES
Also it contains interesting approach for editor tools using reflection and instantiation of prefab with injecting values from editor fields added via reflection.
Part 1: https://coffeebraingames.wordpress.com/2021/02/14/how-we-did-the-tutorial-system-in-academia-school-simulator-part-1-ssm/
Part 2: https://coffeebraingames.wordpress.com/2021/03/07/how-we-did-the-tutorial-system-in-academia-school-simulator-part-2-actions/
Part 3: https://coffeebraingames.wordpress.com/2021/03/28/how-we-did-the-tutorial-system-in-academia-school-simulator-part-3-putting-them-all-together/
#tutorial #gametutorial #ftue
Also it contains interesting approach for editor tools using reflection and instantiation of prefab with injecting values from editor fields added via reflection.
Part 1: https://coffeebraingames.wordpress.com/2021/02/14/how-we-did-the-tutorial-system-in-academia-school-simulator-part-1-ssm/
Part 2: https://coffeebraingames.wordpress.com/2021/03/07/how-we-did-the-tutorial-system-in-academia-school-simulator-part-2-actions/
Part 3: https://coffeebraingames.wordpress.com/2021/03/28/how-we-did-the-tutorial-system-in-academia-school-simulator-part-3-putting-them-all-together/
#tutorial #gametutorial #ftue
COFFEE BRAIN GAMES
How we did the tutorial system in Academia: School Simulator, Part 1: SSM
I’ve been a game developer for more than a decade now. I can say that one of the technically challenging features to do is the guided tutorial. Tutorials are generally hard because they tend …
C# Tips: Be specific when handling Exception by using when statement
https://dev.to/kenakamu/c-tips-be-specific-when-handling-exception-4ke
#exception #when
https://dev.to/kenakamu/c-tips-be-specific-when-handling-exception-4ke
#exception #when
DEV Community
C# Tips: Be specific when handling Exception
Our program is great only when we handle exceptions appropriately. We all know that we can catch diff...
Linq Behind the Scenes. A comparison of the number of iterations
https://levelup.gitconnected.com/linq-behind-the-scenes-efd664d9ebf8
#linq
https://levelup.gitconnected.com/linq-behind-the-scenes-efd664d9ebf8
#linq
Medium
Linq Behind the Scenes
A comparison of the number of iterations in .NET 5 and .NET Framework
Async programming in .NET: Best practices
https://m.habr.com/en/company/jugru/blog/491236/
#async #await #tap
https://m.habr.com/en/company/jugru/blog/491236/
#async #await #tap
Habr
Async programming in .NET: Best practices
Появление async/await в C# привело к пересмотру того, как писать простой и корректный параллельный код. Зачастую, используя асинхронное программирование, программисты не только не решают проблемы,...
Unity. Scriptable Object и память
You have to explicitly set null to loaded SO when it is not needed for GC to collect resources, otherwise it is claimed to stay in memory.
https://dtf.ru/s/unity/672283-unity-noscriptable-object-i-pamyat
#so #memory #leak
You have to explicitly set null to loaded SO when it is not needed for GC to collect resources, otherwise it is claimed to stay in memory.
https://dtf.ru/s/unity/672283-unity-noscriptable-object-i-pamyat
#so #memory #leak
DTF
Unity. Scriptable Object и память — apcrol на DTF
Захотелось поделиться неожиданной для меня находкой, связанной с тем как выделяется память и как легко столкнуться с крупной утечкой, которую без перезапуска не почистить.
Releases · Perfare/AssetStudio · GitHub
Inspect assets inside your build and find what is odd.
https://github.com/Perfare/AssetStudio/releases
#buildsize
Inspect assets inside your build and find what is odd.
https://github.com/Perfare/AssetStudio/releases
#buildsize
GitHub
Releases · Perfare/AssetStudio
AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles. - Perfare/AssetStudio
In my opinion adding gradients to materials is super cool and useful in so many use-cases but also kinda annoying in unity, so I made a material property attribute that just adds a gradient field and converts it to a texture
https://mobile.twitter.com/totallyRonja/status/1368704187580682240
#gradient #texture
https://mobile.twitter.com/totallyRonja/status/1368704187580682240
#gradient #texture
Twitter
Ronja✨
In my opinion adding gradients to materials is super cool and useful in so many use-cases but also kinda annoying in unity, so I made a material property attribute that just adds a gradient field and converts it to a texture. gist.github.com/totallyRonja/8……
5 Ways to Improve the Performance of C# Code for Free
Not really for free, always measure performance.
https://levelup.gitconnected.com/5-ways-to-improve-the-performance-of-c-code-for-free-c89188eba5da
#optimization #csharp
Not really for free, always measure performance.
https://levelup.gitconnected.com/5-ways-to-improve-the-performance-of-c-code-for-free-c89188eba5da
#optimization #csharp
Medium
5 Ways to Improve the Performance of C# Code for Free
Slow code is optional.
Real-time GPU accelerated per-triangle occlusion in Unity
https://www.alexisbacot.com/blog/per-triangle-occlusion-on-the-gpu-in-1ms-with-unity
Repo: https://github.com/AlexisBacot/UnityOcclusionPerTriangleGPU
#occlusion #gpu
https://www.alexisbacot.com/blog/per-triangle-occlusion-on-the-gpu-in-1ms-with-unity
Repo: https://github.com/AlexisBacot/UnityOcclusionPerTriangleGPU
#occlusion #gpu
Alexis Bacot
Real-time GPU accelerated per-triangle occlusion in Unity — Alexis Bacot
An algorithm for real-time per-triangle occlusion in Unity. We use procedural drawing, a render texture, a tricky shader, compute buffers, and two compute kernels to check the visibility of triangles directly on the GPU.
Salary Negotiation: Make More Money, Be More Valued
https://www.kalzumeus.com/2012/01/23/salary-negotiation/
#salary #negotiation
https://www.kalzumeus.com/2012/01/23/salary-negotiation/
#salary #negotiation
Kalzumeus
Salary Negotiation: Make More Money, Be More Valued
|
Kalzumeus Software
|
Kalzumeus Software
Salary negotiation advice, mostly for engineers. Running total of raises negotiated due to this essay: $15M+.
Unity Multiplayer Example
Simple server example with node.js and edge multiplayer
https://ahmedschrute.medium.com/unity-multiplayer-example-fd84bfe0d31d
#multiplayer
Simple server example with node.js and edge multiplayer
https://ahmedschrute.medium.com/unity-multiplayer-example-fd84bfe0d31d
#multiplayer
Medium
Unity Multiplayer Example
In this tutorial we will create Multiplayer Game Server and Client using node JS (or docker) and Unity.
Load, unload and change assets at runtime with Addressables - GameDev Resources
https://gamedev-resources.com/load-unload-and-change-assets-at-runtime-with-addressables/
#addressables
https://gamedev-resources.com/load-unload-and-change-assets-at-runtime-with-addressables/
#addressables
GameDev Resources
Load, unload and change assets at runtime with Addressables - GameDev Resources
Addressables are considered "the right" way to manage assets within your game and helps tremendously with memory allocation. Get an overview of what the Addressable system is, the benefits in using it while learning how to dynamically load/unload an addressable…
Using ShaderGraph with UI elements |
https://foxxthom.medium.com/using-shadergraph-with-ui-elements-6e18e2d283f
#shadergraph #uishader
https://foxxthom.medium.com/using-shadergraph-with-ui-elements-6e18e2d283f
#shadergraph #uishader
Medium
Using ShaderGraph with UI elements
Setting up a Status display using a series of sprites is easy enough as I show in Let Me Tell You About… But this time, We want to simulate…
Game Programming: Delayed Result Gathering
Gather result the next frame. Example using jobs.
http://allenchou.net/2021/05/delayed-result-gathering/
#jobs #optimization #pattern
Gather result the next frame. Example using jobs.
http://allenchou.net/2021/05/delayed-result-gathering/
#jobs #optimization #pattern
Ming-Lun "Allen" Chou | 周明倫
Game Programming: Delayed Result Gathering | Ming-Lun "Allen" Chou | 周明倫
[latexpage] 本文之中文翻譯在此 Introduction Back at DigiPen (my college where I learned gamedev), whenever people from the games industry came over on a company day to share their industry experience, one question always came up during Q&A: please tell us one thing…