Optimize your mobile game performance: Tips on profiling, memory, and code architecture from Unity’s top engineers
https://blog.unity.com/technology/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture
#performance #optimization #profiling #memory #architecture
https://blog.unity.com/technology/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture
#performance #optimization #profiling #memory #architecture
Unity
Optimize your mobile game performance: Tips on profiling, memory, and code architecture from Unity’s top engineers
Our Accelerate Solutions team knows the source code inside out and supports a plethora of Unity customers so they can get the most out of the engine. In their work, they dive deep into creator projects to help identify points where performance could be optimized…
Rxlrxl/RenderingTest
Rendering test on iPhone 7: poly count, overdraw, point lights
https://github.com/rxlrxl/MuugRenderingTest
#performancetest #profiling #overdraw
Rendering test on iPhone 7: poly count, overdraw, point lights
https://github.com/rxlrxl/MuugRenderingTest
#performancetest #profiling #overdraw
GitHub
GitHub - rxlrxl/MuugRenderingTest
Contribute to rxlrxl/MuugRenderingTest development by creating an account on GitHub.
Unity iOS localization
Add localization for strings in InfoPlist.strings
https://mopsicus.ru/all/unity-ios-localization/
#ioslocalization #localization
Add localization for strings in InfoPlist.strings
https://mopsicus.ru/all/unity-ios-localization/
#ioslocalization #localization
mopsicus.ru
Unity iOS localization
Исходники на Github
ByteBrew - The All-In-One Platform for Games
Yet free platform that gives you everything your game needs to hit the top charts. Give it a try until it is monetized
https://bytebrew.io/
#free #analytics
Yet free platform that gives you everything your game needs to hit the top charts. Give it a try until it is monetized
https://bytebrew.io/
#free #analytics
Create UI image with wave animation in Unity
Simply add this component to an empty object in a canvas. You are strongly recommended to put this object in its own canvas/nested canvas because it will dirty the canvas every frame and cause its entire mesh to be regenerated.
Some interesting UI fx can be achieved with this component
https://gist.github.com/yasirkula/b90c8278c7d72265b7a7fa4ceab49320
#wave #sprite #fx
Simply add this component to an empty object in a canvas. You are strongly recommended to put this object in its own canvas/nested canvas because it will dirty the canvas every frame and cause its entire mesh to be regenerated.
Some interesting UI fx can be achieved with this component
https://gist.github.com/yasirkula/b90c8278c7d72265b7a7fa4ceab49320
#wave #sprite #fx
Gist
Create UI image with wave animation in Unity
Create UI image with wave animation in Unity. GitHub Gist: instantly share code, notes, and snippets.
CurveDesigner: A free tool for designing tubes, ramps, curves, and half-pipes in unity
https://github.com/cmacmillan/CurveDesigner
#curve #generator
https://github.com/cmacmillan/CurveDesigner
#curve #generator
GitHub
GitHub - cmacmillan/CurveDesigner: A free tool for designing tubes, ramps, curves, and half-pipes in unity
A free tool for designing tubes, ramps, curves, and half-pipes in unity - cmacmillan/CurveDesigner
Learn how NavMeshAgent obstacle avoidance works. In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed
https://github.com/llamacademy/ai-series-part-32
#navmesh #obstacle #avoidance
https://github.com/llamacademy/ai-series-part-32
#navmesh #obstacle #avoidance
GitHub
GitHub - llamacademy/ai-series-part-32: Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent…
Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity ...
Fire Tornado VFX
https://www.reddit.com/r/Unity3D/comments/qq7bhq/so_i_recently_created_this_sweet_fire_tornado_in/
#tornado #vfx #shadergraph
https://www.reddit.com/r/Unity3D/comments/qq7bhq/so_i_recently_created_this_sweet_fire_tornado_in/
#tornado #vfx #shadergraph
Reddit
From the Unity3D community on Reddit: So I recently created this sweet Fire Tornado in Unity and made a tutorial too for anyone…
Explore this post and more from the Unity3D community
Essential Packages for Your Unity Project
TL;DR: Contains following packages:
Unity Asset Usage Detector
Graphy
L2 Localization
Bézier Path Creator
Pro Builder
http://researchandprogram.blogspot.com/2021/11/essential-packages-for-your-unity.html?m=1
#unitytips #packages
TL;DR: Contains following packages:
Unity Asset Usage Detector
Graphy
L2 Localization
Bézier Path Creator
Pro Builder
http://researchandprogram.blogspot.com/2021/11/essential-packages-for-your-unity.html?m=1
#unitytips #packages
Blogspot
Essential Packages for Your Unity Project
Essential Package for every Unity Project
clean-code-dotnet: Clean Code concepts and tools adapted for .NET
A very good list of recommendations how to write code on the lowest level. Can be used as a starting point for code rules on your project.
https://github.com/thangchung/clean-code-dotnet
#cleancode #codestyle #recommendations
A very good list of recommendations how to write code on the lowest level. Can be used as a starting point for code rules on your project.
https://github.com/thangchung/clean-code-dotnet
#cleancode #codestyle #recommendations
GitHub
GitHub - thangchung/clean-code-dotnet: :bathtub: Clean Code concepts and tools adapted for .NET
:bathtub: Clean Code concepts and tools adapted for .NET - GitHub - thangchung/clean-code-dotnet: :bathtub: Clean Code concepts and tools adapted for .NET
Better Collider Generation with Asset Processors
An example of useful asset postprocessor
https://bronsonzgeb.com/index.php/2021/11/27/better-collider-generation-with-asset-processors/
#collidergenerator #assetpostprocessor
An example of useful asset postprocessor
https://bronsonzgeb.com/index.php/2021/11/27/better-collider-generation-with-asset-processors/
#collidergenerator #assetpostprocessor
The need for speed — Experimenting with message serialization
An interesting performance test for json, message pack, and protobuf. Message pack wins for medium and big payloads
https://medium.com/@hugovs/the-need-for-speed-experimenting-with-message-serialization-93d7562b16e4
#serialization #performance #messagepack #protobuf
An interesting performance test for json, message pack, and protobuf. Message pack wins for medium and big payloads
https://medium.com/@hugovs/the-need-for-speed-experimenting-with-message-serialization-93d7562b16e4
#serialization #performance #messagepack #protobuf
Medium
The need for speed — Experimenting with message serialization
Speeding up requests and reducing payload size with MessagePack and Protobuf.
Performance matters
A talk about Coz and Stabilizer. Profiling and optimization under another angle
https://youtu.be/r-TLSBdHe1A
#coz #stabilizer #profiling #optimization
A talk about Coz and Stabilizer. Profiling and optimization under another angle
https://youtu.be/r-TLSBdHe1A
#coz #stabilizer #profiling #optimization
YouTube
"Performance Matters" by Emery Berger
Performance clearly matters to users. For example, the most common software update on the AppStore is "Bug fixes and performance enhancements." Now that Moore's Law has ended, programmers have to work hard to get high performance for their applications. But…
Pure gradient Textures don't need to be 1K or higher, they look just as good at 64x64 or even 32x32 resolution. Just set their Compression to None afterwards to avoid color banding.
https://twitter.com/yasirkula/status/1464671313256194048?s=20
#gradient #texture #memory #optimization
https://twitter.com/yasirkula/status/1464671313256194048?s=20
#gradient #texture #memory #optimization
Twitter
yasirkula
Pure gradient Textures don't need to be 1K or higher, they look just as good at 64x64 or even 32x32 resolution. Just set their Compression to None afterwards to avoid color banding. #unity3d #unitytips
Loopholes in Game Design
A loophole can be defined as a flaw in the system that users can exploit to gain an unfair or unintended advantage. Check the article to learn well-known loopholes
http://devmag.org.za/2012/05/07/loopholes-in-game-design/
#gamedesign #loophole
A loophole can be defined as a flaw in the system that users can exploit to gain an unfair or unintended advantage. Check the article to learn well-known loopholes
http://devmag.org.za/2012/05/07/loopholes-in-game-design/
#gamedesign #loophole
Dev.Mag
Loopholes in Game Design
Loopholes: what they are, how to find them, how to fix them, and a big list of generic loopholes in games.
Procedurally Generated Dungeons
A custom algorithm to generate dungeons in 3D with plausible stairs
https://vazgriz.com/119/procedurally-generated-dungeons/
#pcg #dungeons #generator
A custom algorithm to generate dungeons in 3D with plausible stairs
https://vazgriz.com/119/procedurally-generated-dungeons/
#pcg #dungeons #generator
Terrain optimization
A short and filled with tips video about terrain settings and standard grass. Terrain can also be replaced with less polygonal mesh created right inside the editor with a simple noscript
https://youtu.be/bT9Ney7slFg
#terrain #optimization
A short and filled with tips video about terrain settings and standard grass. Terrain can also be replaced with less polygonal mesh created right inside the editor with a simple noscript
https://youtu.be/bT9Ney7slFg
#terrain #optimization
YouTube
Оптимизация игры на Unity, часть 2. Terrain
Второе видео из моей серии уроков по оптимизации игр в Unity. В этом ролике будет рассмотрена оптимизация стандартного террейна, что позволит поднять FPS вашей игры, особенно на мобильных платформах.
Модель и текстура травы из видео: https://drive.goog…
Модель и текстура травы из видео: https://drive.goog…
Publish Asset Store UPM package on which LTS version?
TL;DR: Author suggests to use 2019 LTS as the best compromise between new features and the adoption rate
https://gametorrahod.com/asset-store-upm-package-lts/
#upm #package #assetpublishing
TL;DR: Author suggests to use 2019 LTS as the best compromise between new features and the adoption rate
https://gametorrahod.com/asset-store-upm-package-lts/
#upm #package #assetpublishing
Game Torrahod
Publish Asset Store UPM package on which LTS version?
As a package publisher, supporting lowest possible version is ideal for covering your user bases and therefore increase revenue. But in exchange, using version too low will results in many difficult problems.
10000 Update() calls
Old, but gold. Check it if you have missed that article and still using MonoBehaviours on such large scales to learn about Update() calls overhead Unity has internally
https://blog.unity.com/technology/1k-update-calls
#update #calloverhead
Old, but gold. Check it if you have missed that article and still using MonoBehaviours on such large scales to learn about Update() calls overhead Unity has internally
https://blog.unity.com/technology/1k-update-calls
#update #calloverhead
Unity
10000 Update() calls
void Update() {
transform.Translate(0, 0, Time.deltaTime);
}For an experienced developer this code is a bit odd.
It's not clear how exactly this method is called.
It's not clear in what order these methods are called if you have several objects in a…
transform.Translate(0, 0, Time.deltaTime);
}For an experienced developer this code is a bit odd.
It's not clear how exactly this method is called.
It's not clear in what order these methods are called if you have several objects in a…
Fastest way to enumerate a List<T>
Another synthetic test on list enumeration: don't use List<T>.ForEach(), use Span if possible. But most likely you would be fine with ordinary for or foreach.
https://www.meziantou.net/fastest-way-to-enumerate-a-list-t.htm
#enumeration #list
Another synthetic test on list enumeration: don't use List<T>.ForEach(), use Span if possible. But most likely you would be fine with ordinary for or foreach.
https://www.meziantou.net/fastest-way-to-enumerate-a-list-t.htm
#enumeration #list
Meziantou's blog
Fastest way to enumerate a List<T>
In this post, I describe the fatest way to enumerate a List<T> in .NET.
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.
Old, but still actual in the current hyper casual era with very short CTR tests prototypes and generally small development time
https://www.gamedeveloper.com/design/10-lessons-from-making-100-games-in-5-years
#hypercasual #rapiddevelopment
Old, but still actual in the current hyper casual era with very short CTR tests prototypes and generally small development time
https://www.gamedeveloper.com/design/10-lessons-from-making-100-games-in-5-years
#hypercasual #rapiddevelopment
Gamedeveloper
10 Lessons from Making 100 Games in 5 Years
What can be gained from long-term rapid development - say, making 100 games in 5 years? Here, we’ll condense and sort that experience into 10 compact lessons.