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!…
Rider Kicks off Its 2021.2 EAP! | The .NET Tools Blog
https://blog.jetbrains.com/dotnet/2021/05/31/rider-2021-2-eap/
#rider
https://blog.jetbrains.com/dotnet/2021/05/31/rider-2021-2-eap/
#rider
JetBrains Blog
Rider Kicks off Its 2021.2 EAP! | The .NET Tools Blog
Hello everyone,
We’re launching the Rider 2021.2 Early Access Program! We’ve published the first EAP build today, so let’s have a look at what's inside.
In case you missed that, starting wit
We’re launching the Rider 2021.2 Early Access Program! We’ve published the first EAP build today, so let’s have a look at what's inside.
In case you missed that, starting wit
How To Do Unity Shader Optimization? - Game Developer
https://www.gameplaydeveloper.com/how-to-do-unity-shader-optimization/
Repo with similar example: https://gist.github.com/yasirkula/d8fa2fb5f22aefcc7a232f6feeb91db7
#build #optimization
https://www.gameplaydeveloper.com/how-to-do-unity-shader-optimization/
Repo with similar example: https://gist.github.com/yasirkula/d8fa2fb5f22aefcc7a232f6feeb91db7
#build #optimization
Gameplay Developer - the Best Developer Blog in 2022
How To Do Unity Shader Optimization? 2021
If you have previously added a large shader package to your Unity project for Unity Shader optimization settings! from the Asset Store or elsewhere
MessagePipe — High performance messaging library for .NET and Unity | by Yoshifumi Kawai
https://neuecc.medium.com/messagepipe-high-performance-messaging-library-for-net-and-unity-b4944e1ca08e
#messaging #event
https://neuecc.medium.com/messagepipe-high-performance-messaging-library-for-net-and-unity-b4944e1ca08e
#messaging #event
Medium
MessagePipe — High performance messaging library for .NET and Unity
It mainly supports Publish/Subscribe patterns in in-memory, and covers all cases with a unified interface. For example, it supports communication between different hubs in MagicOnion and SignalR for…
Why is List<Struct> 15 Times Faster to Allocate than List<Class> in C#
https://levelup.gitconnected.com/why-is-list-struct-is-15-times-faster-to-allocate-than-list-class-17f5f79889ae
#allocation #struct
https://levelup.gitconnected.com/why-is-list-struct-is-15-times-faster-to-allocate-than-list-class-17f5f79889ae
#allocation #struct
Medium
Why is List<Struct> 15 Times Faster to Allocate than List<Class> in C#
In the previous article, 5 Ways to Improve the Performance of C# Code for Free, in one of the examples, I measured the time difference…
How to make a chunk system in Unity using addressables
https://anthelme-dumont.medium.com/how-to-make-a-chunk-system-in-unity-using-addressables-aff36956c546
#addressable #chunk
https://anthelme-dumont.medium.com/how-to-make-a-chunk-system-in-unity-using-addressables-aff36956c546
#addressable #chunk
Medium
How to make a chunk system in Unity using addressables
Chunks are the method used by the world generator to divide maps into manageable pieces.
Coordinator pattern. Lighter substitution for state machine with possible tree structure for nesting behavior
https://www.gamasutra.com/blogs/TymurKoshel/20210524/380028/Pattern_Coordinator_Flow_in_Unity.php
Repo: https://github.com/thenitro/CoordinatorPatternExample
#architecture #pattern #coordinator
https://www.gamasutra.com/blogs/TymurKoshel/20210524/380028/Pattern_Coordinator_Flow_in_Unity.php
Repo: https://github.com/thenitro/CoordinatorPatternExample
#architecture #pattern #coordinator
GAMASUTRA
Pattern Coordinator Flow in Unity
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Purpose The Coordinator pattern helps manage navigation…
How to run jobs using ComponentDataFromEntity in parallel
https://coffeebraingames.wordpress.com/2021/05/09/how-to-run-jobs-using-componentdatafromentity-in-parallel/
#job #componentdatafromentity
https://coffeebraingames.wordpress.com/2021/05/09/how-to-run-jobs-using-componentdatafromentity-in-parallel/
#job #componentdatafromentity
COFFEE BRAIN GAMES
How to run jobs using ComponentDataFromEntity in parallel
ComponentDataFromEntity<T> is one of the most commonly used API in Unity’s Entities package (ECS). At least in our case. It’s basically like Dictionary<Entity, T> where T is…
The Uninomicon [Uninomicon]
Unity is a very complex beast, and much of its behavior is undocumented. While this is often for good reason1), many of us still find ourselves doing research into the precise operation of Unity APIs.
This wiki is a place for that research. It's a place you can look before you start your dive into the engine's internals. Hopefully, if we work together, it will save some of us a trip.
https://uninomicon.com/
#docs
Unity is a very complex beast, and much of its behavior is undocumented. While this is often for good reason1), many of us still find ourselves doing research into the precise operation of Unity APIs.
This wiki is a place for that research. It's a place you can look before you start your dive into the engine's internals. Hopefully, if we work together, it will save some of us a trip.
https://uninomicon.com/
#docs
I used Unity to develop a free, open source VR Motion Capture system to record accurate animations with a simple VR System!
https://www.reddit.com/r/Unity3D/comments/ntdisn/i_used_unity_to_develop_a_free_open_source_vr/
#vr #animation
https://www.reddit.com/r/Unity3D/comments/ntdisn/i_used_unity_to_develop_a_free_open_source_vr/
#vr #animation
Reddit
From the Unity3D community on Reddit: I used Unity to develop a free, open source VR Motion Capture system to record accurate animations…
Explore this post and more from the Unity3D community
Unity Architecture Pattern: the Main loop – Bronson Zgeb
Basically update manager instead of built in Unity loop
https://bronsonzgeb.com/index.php/2021/04/24/unity-architecture-pattern-the-main-loop/
#mainloop
Basically update manager instead of built in Unity loop
https://bronsonzgeb.com/index.php/2021/04/24/unity-architecture-pattern-the-main-loop/
#mainloop