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…
Here’s a pattern to easily access information that should be calculated only once per frame
https://blog.beardphantom.com/post/190886958254/heres-a-pattern-to-easily-access-information-that?is_related_post=1
#optimization #dataaccess
https://blog.beardphantom.com/post/190886958254/heres-a-pattern-to-easily-access-information-that?is_related_post=1
#optimization #dataaccess
An interesting benchmark on Json Parsing using Newtonsoft Json Serializer
I wanted to see the difference in parsing speeds between this custom method
https://www.newtonsoft.com/json/help/html/ReadingWritingJSON.htm
And the regular
JsonConvert.DeserializeObject<>() method Result
Manual deserialization is 50.03% faster then the regular method. However - The Manual deserialization is 196 lines of code compared to just 1.
I also tested if running the parsers in Multithreading was helpful and it wasn’t, just they synchronization between threads took longer then the whole job. So for most Jsons we experience I did not find any speed benefit in multithreading.
#deserialization #json
I wanted to see the difference in parsing speeds between this custom method
https://www.newtonsoft.com/json/help/html/ReadingWritingJSON.htm
And the regular
JsonConvert.DeserializeObject<>() method Result
Manual deserialization is 50.03% faster then the regular method. However - The Manual deserialization is 196 lines of code compared to just 1.
I also tested if running the parsers in Multithreading was helpful and it wasn’t, just they synchronization between threads took longer then the whole job. So for most Jsons we experience I did not find any speed benefit in multithreading.
#deserialization #json
Newtonsoft
Basic Reading and Writing JSON
To manually read and write JSON, Json.NET provides the T:Newtonsoft.Json.JsonReader and T:Newtonsoft.Json.JsonWriter classes.
Pooling WaitForSeconds in Unity
https://pauliom.medium.com/pooling-waitforseconds-in-unity-1ca32c1a9f52
#optimization #memory #waitforsefonds #pooling
https://pauliom.medium.com/pooling-waitforseconds-in-unity-1ca32c1a9f52
#optimization #memory #waitforsefonds #pooling
Medium
Pooling WaitForSeconds in Unity
Object pooling is a classic optimization technique. The basic theory is simple, creating and destroying things is relatively expensive…
Deep C# - Casting the Escape from Strong Typing
This ability to accept a bigger object i.e. you can safely downcast the parameter, is often referred to as contravariance. That is the return parameter can be safely upcast to a smaller object and this in turn is refered to as covariance.
https://www.i-programmer.info/ebooks/47-deep-c/493-deep-c-c4.html
#cast #csharp
This ability to accept a bigger object i.e. you can safely downcast the parameter, is often referred to as contravariance. That is the return parameter can be safely upcast to a smaller object and this in turn is refered to as covariance.
https://www.i-programmer.info/ebooks/47-deep-c/493-deep-c-c4.html
#cast #csharp
www.i-programmer.info
Deep C# - Casting the Escape from Strong Typing
In depth theory of casting in c#
Shader Tutorial: Pulsing to Audio
A very detailed guide how to make shader that reacts to audio input
https://www.patreon.com/posts/shader-tutorial-38679948
#shader #audioinput #pulse
A very detailed guide how to make shader that reacts to audio input
https://www.patreon.com/posts/shader-tutorial-38679948
#shader #audioinput #pulse
Интеграция и серверная валидация инаппов для стора Google Play — как защититься от читеров
Максимально базовая статья по валидации покупок
https://m.habr.com/en/company/lightmap/blog/559020/
#iap
Максимально базовая статья по валидации покупок
https://m.habr.com/en/company/lightmap/blog/559020/
#iap
Habr
Интеграция и серверная валидация инаппов для стора Google Play — как защититься от читеров
Онлайн-проекты рано или поздно сталкиваются со взломом внутреннего стора, когда читеры накручивают себе игровые предметы, оружие или валюту. Классика. Наш PvP-шутер не стал исключением — брешь мы в...
Simple Mesh Voxelization in Unity
https://bronsonzgeb.com/index.php/2021/05/15/simple-mesh-voxelization-in-unity/
Repo: https://github.com/bzgeb/UnityMeshVoxelizer
#voxelization
https://bronsonzgeb.com/index.php/2021/05/15/simple-mesh-voxelization-in-unity/
Repo: https://github.com/bzgeb/UnityMeshVoxelizer
#voxelization
GitHub
GitHub - bzgeb/UnityMeshVoxelizer: A simple mesh voxelizer for Unity
A simple mesh voxelizer for Unity. Contribute to bzgeb/UnityMeshVoxelizer development by creating an account on GitHub.
Game Programming: Time Slicing | Ming-Lun "Allen" Chou
http://allenchou.net/2021/05/time-slicing/
#optimization #timeslicing
http://allenchou.net/2021/05/time-slicing/
#optimization #timeslicing
Ming-Lun "Allen" Chou | 周明倫
Game Programming: Time Slicing | Ming-Lun "Allen" Chou | 周明倫
Prerequisite Delayed Result Gathering Introduction In the previous tutorial, I used exposure avoidance as an example to demonstrate how to optimize computation with delayed result gathering. The basic idea is: kick jobs to run on worker threads and gather…
GitHub - naninunenoy/AsmdefHelper: Unity assembly definition utilities.
This library solve inconvenience of assembly definition on unity.
https://github.com/naninunenoy/AsmdefHelper
#asmdef
This library solve inconvenience of assembly definition on unity.
https://github.com/naninunenoy/AsmdefHelper
#asmdef
GitHub
GitHub - naninunenoy/AsmdefHelper: Unity assembly definition utilities.
Unity assembly definition utilities. Contribute to naninunenoy/AsmdefHelper development by creating an account on GitHub.
Input in Unity made easy (complete guide to the new system)
https://gamedevbeginner.com/input-in-unity-made-easy-complete-guide-to-the-new-system/
#inputsystem
https://gamedevbeginner.com/input-in-unity-made-easy-complete-guide-to-the-new-system/
#inputsystem
Game Dev Beginner
Unity’s new Input System, made easy (complete beginner’s guide)
In this complete quick-start guide, you'll learn everything you need to know to get started with Unity's new Input System, step by step…
Validating Unity Builds the easier way - A Day of Maintenance (Jam Version)
https://bighandinsky.itch.io/maintenance-day-jam/devlog/253671/validating-unity-builds-the-easier-way
#validator #build
https://bighandinsky.itch.io/maintenance-day-jam/devlog/253671/validating-unity-builds-the-easier-way
#validator #build
itch.io
Validating Unity Builds the easier way
So there's one thing you do in every single game project, no matter what, at least once: you make a build (...unless you're just releasing the project source, or using a smaller engine like Pico) I fi...
Unity UI test automation: how to write tests for your game interface
https://gameconductor.net/blog/unity-ui-test-automation-how-to-write-tests-for-your-game-interface.html
#playmode #testing #ui
https://gameconductor.net/blog/unity-ui-test-automation-how-to-write-tests-for-your-game-interface.html
#playmode #testing #ui
Game Conductor
Unity UI test automation: how to write tests for your game interface
A tutorial on how to approach UI test automation with the Unity Test Framework.
Unity Architecture Pattern: Structured Prefabs
The author suggest to always create a monobehaviour for the root of the prefab to avoid GetComponent calls and easier validation of provided references to components.
https://bronsonzgeb.com/index.php/2021/05/01/unity-architecture-pattern-structured-prefabs/
#prefab
The author suggest to always create a monobehaviour for the root of the prefab to avoid GetComponent calls and easier validation of provided references to components.
https://bronsonzgeb.com/index.php/2021/05/01/unity-architecture-pattern-structured-prefabs/
#prefab
Lets do some Editor Scripting! theres a whole bunch of cool tech unity have added over the last year or so thats SO worth knowing about
- [SerializeReference]
- TypeCache
- SerializedObjects
- ReorderableArrays
https://mobile.twitter.com/LotteMakesStuff/status/1390083564960690177
#editor #custom #typecache
- [SerializeReference]
- TypeCache
- SerializedObjects
- ReorderableArrays
https://mobile.twitter.com/LotteMakesStuff/status/1390083564960690177
#editor #custom #typecache
Twitter
Lotte 'just an idiot' May 💖🍓🌈🐹🎮☕🍫🍩
Sup Friends! Lets do some Editor Scripting! theres a whole bunch of cool tech unity have added over the last year or so thats SO worth knowing about. Lets buildsomething with... - [SerializeReference] - TypeCache - SerializedObjects - ReorderableArrays exciting!…