Оптимизация игр на Unity: проверенный в деле план
https://habr.com/ru/company/playgendary/blog/582950/
Original: https://www.m2h.nl/optimizing-performance-of-unity-games/
#profiling #optimization #performance
https://habr.com/ru/company/playgendary/blog/582950/
Original: https://www.m2h.nl/optimizing-performance-of-unity-games/
#profiling #optimization #performance
Хабр
Оптимизация игр на Unity: проверенный в деле план
Оптимизация игр — отдельная головная боль разработчиков, процесс, который может идти бесконечно. Нужно учесть загрузку процессора, видеокарты и не потерять FPS. Нашли статью, автор которой 13 лет...
GitHub - dbrizov/NaughtyWaterBuoyancy: Water Buoyancy Simulation for Unity
https://github.com/dbrizov/NaughtyWaterBuoyancy
#water #physics #buoyancy
https://github.com/dbrizov/NaughtyWaterBuoyancy
#water #physics #buoyancy
GitHub
GitHub - dbrizov/NaughtyWaterBuoyancy: Water Buoyancy Simulation for Unity
Water Buoyancy Simulation for Unity. Contribute to dbrizov/NaughtyWaterBuoyancy development by creating an account on GitHub.
Be the first to join the ArtEngine Mobile Closed Beta
Unity Technologies claim this mobile tool can help to create ultra realistic materials with your phone
https://blog.unity.com/technology/be-the-first-to-join-the-artengine-mobile-closed-beta
#artengine #pbr #photogrammetry
Unity Technologies claim this mobile tool can help to create ultra realistic materials with your phone
https://blog.unity.com/technology/be-the-first-to-join-the-artengine-mobile-closed-beta
#artengine #pbr #photogrammetry
How to optimize game performance with Camera usage: Part 2 | Unity Blog
https://blog.unity.com/games/part-2-optimize-game-performance-with-camera-usage
#rendering #performance #camera
https://blog.unity.com/games/part-2-optimize-game-performance-with-camera-usage
#rendering #performance #camera
Unity Blog
How to optimize game performance with Camera usage: Part 2 | Unity Blog
Part 2: of the Accelerate Success series. This series, made up of technical eBooks and webinars, is our way of giving back to the greater gaming community that has helped build Unity. The Accelerate Success series will strive to showcase pragmatic and methodological…
Pitch Decks
A big collection of pitches for different games, including AAA
https://www.notion.so/Pitch-Decks-f56e38c13fe6417f8379859e74367e1a
#pitch #pitchdeck
A big collection of pitches for different games, including AAA
https://www.notion.so/Pitch-Decks-f56e38c13fe6417f8379859e74367e1a
#pitch #pitchdeck
heyglitch on Notion
Pitch Decks | Notion
Welcome to Pitch Decks, a curated collection of presentations from game creators around the world and the outcomes of each sample. The goal here is to create more transparency for everyone around common pitching practices and help you make better decisions…
Async With Coroutines and Fibers in C#
A little dive into coroutines and async-await works with extension about fibers and how to make your own async behaviour without using tasks and awaiters
https://blog.adamfurmanek.pl/videos-talks-papers-articles/async-with-coroutines-and-fibers-in-c/
#async #fiber #coroutine
A little dive into coroutines and async-await works with extension about fibers and how to make your own async behaviour without using tasks and awaiters
https://blog.adamfurmanek.pl/videos-talks-papers-articles/async-with-coroutines-and-fibers-in-c/
#async #fiber #coroutine
keijiro/VfxGraphTestbed2
Collection of vfx graph examples by keijiro
https://github.com/keijiro/VfxGraphTestbed2/tree/main/Assets
#vfxgraph #vfx
Collection of vfx graph examples by keijiro
https://github.com/keijiro/VfxGraphTestbed2/tree/main/Assets
#vfxgraph #vfx
GitHub
VfxGraphTestbed2/Assets at main · keijiro/VfxGraphTestbed2
My second testbed repository for Unity VFX Graph. Contribute to keijiro/VfxGraphTestbed2 development by creating an account on GitHub.
UBind is a value binding component for Unity, which is used to quickly realize the association binding between UI and logical data.
https://github.com/ls9512/UBind
#ubind #databinding #binding
https://github.com/ls9512/UBind
#ubind #databinding #binding
GitHub
GitHub - ls9512/UBind: UBind is a value binding component for Unity, which is used to quickly realize the association binding between…
UBind is a value binding component for Unity, which is used to quickly realize the association binding between UI and logical data. - ls9512/UBind
GitHub - keijiro/ShaderGraphAssets: Basic asset collection for Unity Shader Graph
https://github.com/keijiro/ShaderGraphAssets/
#shadergraph #assets
https://github.com/keijiro/ShaderGraphAssets/
#shadergraph #assets
GitHub
GitHub - keijiro/ShaderGraphAssets: Basic asset collection for Unity Shader Graph
Basic asset collection for Unity Shader Graph. Contribute to keijiro/ShaderGraphAssets development by creating an account on GitHub.
What Is yield and How Does It Work in C#?
https://www.thetechplatform.com/post/what-is-yield-and-how-does-it-work-in-c
#yield
https://www.thetechplatform.com/post/what-is-yield-and-how-does-it-work-in-c
#yield
The Tech Platform
What Is yield and How Does It Work in C#?
C# capabilities keep expanding from year to year. New features enrich software development. However, their advantages may not always be so obvious. For example, the good old yield. To some developers, especially beginners, it’s like magic — inexplicable,…
Физика в Unity — опыт разработчиков Shadow Fight 3
Optimization tips for rigged models, deterministic physics denoscription. Cloth optimizations.
https://dtf.ru/gamedev/85469-fizika-v-unity-opyt-razrabotchikov-shadow-fight-3
#physics #vfx #deterministic #optimization #pvp
Optimization tips for rigged models, deterministic physics denoscription. Cloth optimizations.
https://dtf.ru/gamedev/85469-fizika-v-unity-opyt-razrabotchikov-shadow-fight-3
#physics #vfx #deterministic #optimization #pvp
DTF
Физика в Unity — опыт разработчиков Shadow Fight 3 — Gamedev на DTF
Оптимизация под слабые устройства и синхронный PvP.
/unity-hotspot-uv: Hotspot UV for Unity with ProBuilder support
https://github.com/BennyKok/unity-hotspot-uv
#probuilder #uv #hotspot
https://github.com/BennyKok/unity-hotspot-uv
#probuilder #uv #hotspot
GitHub
GitHub - BennyKok/unity-hotspot-uv: Hotspot UV for Unity with ProBuilder support
Hotspot UV for Unity with ProBuilder support. Contribute to BennyKok/unity-hotspot-uv development by creating an account on GitHub.
/UnityGUIChartEditor: A Unity Editor utility that allows to draw custom charts inside the Inspector.
https://github.com/alessandroTironi/UnityGUIChartEditor
#chart #imgui #graph
https://github.com/alessandroTironi/UnityGUIChartEditor
#chart #imgui #graph
GitHub
GitHub - alessandroTironi/UnityGUIChartEditor: A Unity Editor utility that allows to draw custom charts inside the Inspector.
A Unity Editor utility that allows to draw custom charts inside the Inspector. - alessandroTironi/UnityGUIChartEditor
Using the Terrain Tools in Unity
https://www.raywenderlich.com/21911888-using-the-terrain-tools-in-unity
#terrain #tool #editor
https://www.raywenderlich.com/21911888-using-the-terrain-tools-in-unity
#terrain #tool #editor
raywenderlich.com
Using the Terrain Tools in Unity
Learn to create and manage a wide range of terrains in your apps by using Unity’s powerful Terrain Tools and the all new Terrain Toolbox API.
If you use Addressable Assets and experience a huge performance drop in unity editor, remove
https://nitter.eu/navidbigdeli54/status/1447851130310914052
#addressable #editor
AssetInspectorGUI.cs! you will lose a checkbox (the one in the inspector for marking assets as addressable), but there will not be 270MB of garbage anymorehttps://nitter.eu/navidbigdeli54/status/1447851130310914052
#addressable #editor
RTUtils
RenderTexture utilities for directly drawing meshes, text or textures (sprites) onto a render texture without a camera, and converting to Texture2D. Also has a little example how to use CommandBuffer that can be faster if you have a lot of meshes to draw to RT
https://github.com/nothke/unity-utils/blob/master/Documentation~/RTUtils.md
#rendertexture #rendering #commandbuffer
RenderTexture utilities for directly drawing meshes, text or textures (sprites) onto a render texture without a camera, and converting to Texture2D. Also has a little example how to use CommandBuffer that can be faster if you have a lot of meshes to draw to RT
https://github.com/nothke/unity-utils/blob/master/Documentation~/RTUtils.md
#rendertexture #rendering #commandbuffer
GitHub
unity-utils/RTUtils.md at master · nothke/unity-utils
A set of single noscript utils used throughout my projects - unity-utils/RTUtils.md at master · nothke/unity-utils
Архитектура мобильных игр
Should be taken with the sip of the scepticism. Some points are controversial, some I believe completely wrong. But still a useful talk.
https://youtu.be/7kkw-WwoPBs
#architecture #gamedesign
Should be taken with the sip of the scepticism. Some points are controversial, some I believe completely wrong. But still a useful talk.
https://youtu.be/7kkw-WwoPBs
#architecture #gamedesign
YouTube
Архитектура для мобильных игр: с чего начать и популярные решения / Евгений Дубовик (Kefir)
В Интернете очень мало информации об архитектуре игр, много узкоспециализированной информации, подходов и закономерностей, но не хватает общего взгляда сверху. Евгений Дубовик, Lead developer в Kefir, подготовил доклад, предназначеный как для начинающих программистов…
/FancyTextRendering: Render markdown & clickable links with TextMeshPro in Unity.
https://github.com/JimmyCushnie/FancyTextRendering
#textmeshpro #markdown
https://github.com/JimmyCushnie/FancyTextRendering
#textmeshpro #markdown
GitHub
GitHub - JimmyCushnie/FancyTextRendering: Render markdown & clickable links with TextMeshPro in Unity.
Render markdown & clickable links with TextMeshPro in Unity. - JimmyCushnie/FancyTextRendering
Tales from the optimization trenches: Better managed code stripping with Unity 2020 LTS
https://blog.unity.com/technology/tales-from-the-optimization-trenches-better-managed-code-stripping-with-unity-2020-lts
#stripping #codestripping
https://blog.unity.com/technology/tales-from-the-optimization-trenches-better-managed-code-stripping-with-unity-2020-lts
#stripping #codestripping
Unity Blog
Tales from the optimization trenches: Better managed code stripping with Unity 2020 LTS | Unity Blog
Managed code stripping is a critical step in the build process that helps decrease the size of an application’s binary files. This occurs through the removal of unused code.
Stacktrace Utility | Android Logcat | 1.2.3
How to decode ANRs and crashes on Android
https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.2/manual/StacktraceUtility.html
#android #anr #stacktrace #debug #symbols #crash
How to decode ANRs and crashes on Android
https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.2/manual/StacktraceUtility.html
#android #anr #stacktrace #debug #symbols #crash