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
GitHub - nucleartide/Shaders-for-Game-Devs-Workbook: The missing workbook for Freya Holmer's Shaders for Game Devs course.
https://github.com/nucleartide/Shaders-for-Game-Devs-Workbook
#shader #workbook
https://github.com/nucleartide/Shaders-for-Game-Devs-Workbook
#shader #workbook
GitHub
GitHub - nucleartide/Shaders-for-Game-Devs-Workbook: The missing workbook for Freya Holmer's Shaders for Game Devs course.
The missing workbook for Freya Holmer's Shaders for Game Devs course. - nucleartide/Shaders-for-Game-Devs-Workbook
Low Power mode in Unity
Use OnDemandRendering to reduce rendering interval while maintaining the same game loop interval to keep a game responsive
https://bronsonzgeb.com/index.php/2021/10/16/low-power-mode-in-unity/
#lowpower #ondemand #rendering
Use OnDemandRendering to reduce rendering interval while maintaining the same game loop interval to keep a game responsive
https://bronsonzgeb.com/index.php/2021/10/16/low-power-mode-in-unity/
#lowpower #ondemand #rendering
AltUnity Tester для автоматизации Unity проектов
We got a very similar tool developed in-house, the one in the article is open sourced, so can be used as a starting point
https://habr.com/ru/post/584742/
#testing #automation
We got a very similar tool developed in-house, the one in the article is open sourced, so can be used as a starting point
https://habr.com/ru/post/584742/
#testing #automation
Хабр
AltUnity Tester для автоматизации Unity проектов
AltUnity Tester - это инструмент автоматизации тестирования на основе пользовательского интерфейса с открытым исходным кодом, который помогает находить объекты в вашей игре Unity и взаимодействовать с...
Introducing Unity Gaming Services | Unity Blog
https://blog.unity.com/games/introducing-unity-gaming-services
#gameservice #service
https://blog.unity.com/games/introducing-unity-gaming-services
#gameservice #service
Unity Blog
Introducing Unity Gaming Services | Unity Blog
The fastest way to create and manage cross-platform multiplayer games for studios of all sizes.
Our mission at Unity is to provide the tools you need to make your game successful, so that is why we are so excited to announce a suite of new tools and services…
Our mission at Unity is to provide the tools you need to make your game successful, so that is why we are so excited to announce a suite of new tools and services…
The first SIGGRAPH 2021 Rendering Engine Architecture talk videos are live on YouTube: https://t.co/USm0NdpDN9 @stevemcauley @MichalDrobot @kenpex @SebAaltonen and Tim Cooper and Michael Vance https://t.co/qOBytJQyCl
https://mobile.twitter.com/mirror2mask/status/1454241712197357572?s=21
#rendering #architecture #course #engine
https://mobile.twitter.com/mirror2mask/status/1454241712197357572?s=21
#rendering #architecture #course #engine
Twitter
Natalya Tatarchuk
The first SIGGRAPH 2021 Rendering Engine Architecture talk videos are live on YouTube: youtube.com/playlist?list=… @stevemcauley @MichalDrobot @kenpex @SebAaltonen and Tim Cooper and Michael Vance
New e-book: The mobile gaming trends you need to know for 2022 and beyond
https://blog.unity.com/games/new-e-book-the-mobile-gaming-trends-you-need-to-know-for-2022-and-beyond
#trends #mobile
https://blog.unity.com/games/new-e-book-the-mobile-gaming-trends-you-need-to-know-for-2022-and-beyond
#trends #mobile
Unity Blog
New e-book: The mobile gaming trends you need to know for 2022 and beyond | Unity Blog
Learn about the biggest changes in mobile game development – and how you can use them to help your game win.
UnityAddressablesBuildLayoutExplorer: BuildLayout Explorer for Unity 2019.3 and newer allows you to inspect the buildlayout.txt report that is generated by Addressables.
https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer
#addressables #report
https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer
#addressables #report
GitHub
GitHub - pschraut/UnityAddressablesBuildLayoutExplorer: BuildLayout Explorer for Unity 2019.3 and newer allows you to inspect the…
BuildLayout Explorer for Unity 2019.3 and newer allows you to inspect the buildlayout.txt report that is generated by Addressables. - pschraut/UnityAddressablesBuildLayoutExplorer
Compute Shaders and Emergent Algorithms
https://emergentbehavior.com/i-have-the-power-of-compute-shaders/
#computeshader #compute
https://emergentbehavior.com/i-have-the-power-of-compute-shaders/
#computeshader #compute
Emergent Behavior
Compute Shaders and Emergent Algorithms
A few months ago a tweet caught my eye. A guy named @arsiliath was offering a course described as an 'advanced workshop [that] introduces compute shaders via a series of video tutorials related to biological & physical simulation.' I got on the waiting list…