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
UPM Dependency Confusion & AssetBundle Security in the Editor | Unity Blog
https://blog.unity.com/news/upm-dependency-confusion-assetbundle-security-in-the-editor
#security #packages #assetbundles
https://blog.unity.com/news/upm-dependency-confusion-assetbundle-security-in-the-editor
#security #packages #assetbundles
Unity Blog
UPM Dependency Confusion & AssetBundle Security in the Editor | Unity Blog
Recently we have been in contact with security researchers at IncludeSecurity. Working with them in the model of coordinated disclosure, we want to share information about insecure development practices that Unity developers may encounter. The two topics…
Level of Detail (LOD) Tutorial for Unity 2021+
https://thegamedev.guru/unity-gpu-performance/lod-level-of-detail/
#lod #optimization #performance
https://thegamedev.guru/unity-gpu-performance/lod-level-of-detail/
#lod #optimization #performance
TheGamedev.Guru
Level of Detail (LOD) Tutorial for Unity 2021+
In this blog post, I will show you why, when and how you should use LOD in Unity. Remember, LOD is not only about the poly count!
Say hello to the new Starter Asset packages | Unity Blog
https://blog.unity.com/games/say-hello-to-the-new-starter-asset-packages
#starter #assets #package
https://blog.unity.com/games/say-hello-to-the-new-starter-asset-packages
#starter #assets #package
Unity Blog
Say hello to the new Starter Asset packages | Unity Blog
Starter Assets are Unity-created free and lightweight first- and third-person character base controllers for the latest Unity 2020 LTS and above, using Cinemachine and the Input System packages. Older versions of Unity may also work with Starter Assets, in…
GPU Mesh Voxelizer Part 3: Render tons of voxels with DrawMeshInstancedIndirect – Bronson Zgeb
https://bronsonzgeb.com/index.php/2021/06/05/gpu-mesh-voxelizer-part-3-render-tons-of-voxels-with-drawmeshinstancedindirect/
Repo: https://github.com/bzgeb/UnityGPUMeshVoxelizerPart3
#voxelizer
https://bronsonzgeb.com/index.php/2021/06/05/gpu-mesh-voxelizer-part-3-render-tons-of-voxels-with-drawmeshinstancedindirect/
Repo: https://github.com/bzgeb/UnityGPUMeshVoxelizerPart3
#voxelizer
GitHub
GitHub - bzgeb/UnityGPUMeshVoxelizerPart3: Part 3 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders
Part 3 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders - bzgeb/UnityGPUMeshVoxelizerPart3
Improved stylized wireframe shader with source code
https://www.patreon.com/posts/50446220
#wireframe #shader #stylized
https://www.patreon.com/posts/50446220
#wireframe #shader #stylized
Implementing the Workflow. Setting up Continuous Integration with. GitHub actions
https://gamedevchris.medium.com/implementing-the-workflow-3312649ec9a7
#ci #github #actions
https://gamedevchris.medium.com/implementing-the-workflow-3312649ec9a7
#ci #github #actions
Medium
Implementing the Workflow
Setting up Continuous Integration with Unity and GitHub Actions — Part 3
Git - git-bisect Documentation
The command to find a commit where bug was introduced by binary search
https://git-scm.com/docs/git-bisect
#bisect #debug
The command to find a commit where bug was introduced by binary search
https://git-scm.com/docs/git-bisect
#bisect #debug
Building Meshes in Unity, Vertex by Vertex
https://alexanderpech.medium.com/building-meshes-in-unity-vertex-by-vertex-f3dfb43584c8
Repo: https://github.com/alexpech12/ProcGeom
#procedural #generation #tree
https://alexanderpech.medium.com/building-meshes-in-unity-vertex-by-vertex-f3dfb43584c8
Repo: https://github.com/alexpech12/ProcGeom
#procedural #generation #tree
Medium
Building Meshes in Unity, Vertex by Vertex
In 2018, I wrote a piece for the community-driven Procedural Generation zine, Seeds, noscriptd “Experiments in Generative Geometry: Building…
Unity on Twitter: "6⃣ Dive into these tips and other ones about graphics, audio, physics, and more in our new e-book - our experts cover it all!
https://mobile.twitter.com/unity3d/status/1404756511805554688
#optimization #mobile
https://mobile.twitter.com/unity3d/status/1404756511805554688
#optimization #mobile
Twitter
Unity
6⃣ Dive into these tips and other ones about graphics, audio, physics, and more in our new e-book - our experts cover it all! ➡️ Download here: on.unity.com/3vqWPEr
GPU Mesh Voxelizer Part 4 – Bronson Zgeb
https://bronsonzgeb.com/index.php/2021/06/13/gpu-mesh-voxelizer-part-4/
#voxelizer
https://bronsonzgeb.com/index.php/2021/06/13/gpu-mesh-voxelizer-part-4/
#voxelizer