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.
UnityScreenNavigator: Library for screen transitions, transition animations, transition history stacking, and screen lifecycle management in Unity's uGUI
You can either use it straight away or take it as a reference when developing own UI solution for Unity
https://github.com/Haruma-K/UnityScreenNavigator
#uilibrary #ui #navigator #modal
You can either use it straight away or take it as a reference when developing own UI solution for Unity
https://github.com/Haruma-K/UnityScreenNavigator
#uilibrary #ui #navigator #modal
GitHub
GitHub - Haruma-K/UnityScreenNavigator: Library for screen transitions, transition animations, transition history stacking, and…
Library for screen transitions, transition animations, transition history stacking, and screen lifecycle management in Unity's uGUI. - Haruma-K/UnityScreenNavigator
Hidden IDisposable Issues in Microsoft .NET
I have seen a lot of issues with IDisposable usage over years in different projects, sometimes even experienced developers forget or don't know how to work with it. The author says that using statement makes life easier
https://dotnettips.wordpress.com/2021/10/06/hidden-idisposable-issues-in-microsoft-net/
#disposable
I have seen a lot of issues with IDisposable usage over years in different projects, sometimes even experienced developers forget or don't know how to work with it. The author says that using statement makes life easier
https://dotnettips.wordpress.com/2021/10/06/hidden-idisposable-issues-in-microsoft-net/
#disposable
dotNetTips.com
Hidden IDisposable Issues in Microsoft .NET
Out of all the millions of lines of code I have reviewed in the past 20 years of .NET, hands down the #1 issue are developers not properly disposing of objects that implement IDisposable. In this p…
Fact or fiction? Mythbusting 3 common netcode misconceptions
https://blog.unity.com/games/netcode-facts-fiction
#netcode #book
https://blog.unity.com/games/netcode-facts-fiction
#netcode #book
Unity Blog
Fact or fiction? Mythbusting 3 common netcode misconceptions | Unity Blog
Today, we’re diving into some common netcode misconceptions and deciphering the facts from fiction, so you can network your next multiplayer game with confidence.
Unity right to left localization
Suggested plugin is not really convenient as you have to add a separate text component for it to work. Another layer of abstraction can help to avoid this hassle
https://habr.com/ru/post/590735/
#localization #rtl
Suggested plugin is not really convenient as you have to add a separate text component for it to work. Another layer of abstraction can help to avoid this hassle
https://habr.com/ru/post/590735/
#localization #rtl
Shader Variant Stripping — Get Rid of That Performance Waste
https://thegamedev.guru/unity-cpu-performance/shader-variants-stripping/
#optimization #shadervariant #stripping
https://thegamedev.guru/unity-cpu-performance/shader-variants-stripping/
#optimization #shadervariant #stripping
TheGamedev.Guru
Shader Variant Stripping — Get Rid of That Performance Waste!
Discover the true cost you're paying for the sneaky "shader variants" that Unity creates by default and how to stop paying for it.
Что такое ECS и с чем его компилят
LeoEcs usage example
https://habr.com/ru/company/mygames/blog/590953/
#leoecs #ecs
LeoEcs usage example
https://habr.com/ru/company/mygames/blog/590953/
#leoecs #ecs
Хабр
Что такое ECS и с чем его компилят
Привет! Эта статья — первая в блоге MY.GAMES, международного разработчика и издателя видеоигр. Здесь мы объединим наработки и экспертизу всех 14 наших игровых студий. Впрочем, будем рассказывать не...
Альтернативные методы использования Animation Curves в Unity
https://dtf.ru/gamedev/943158-alternativnye-metody-ispolzovaniya-animation-curves-v-unity
#animationcurve #curve
https://dtf.ru/gamedev/943158-alternativnye-metody-ispolzovaniya-animation-curves-v-unity
#animationcurve #curve
DTF
Альтернативные методы использования Animation Curves в Unity — Gamedev на DTF
Эта статья является адаптированным переводом видео с канала GameDev Guide. По Animation Curves в Unity относительно мало туториалов, поэтому я решил, что это видео стоит того, чтобы перевести его и сделать туториал в ру-сегменте.
Unity Raycast Commands: A New Era
Raycasting via jobs
https://thegamedev.guru/unity-cpu-performance/raycast-commands/
#raycast #jobs
Raycasting via jobs
https://thegamedev.guru/unity-cpu-performance/raycast-commands/
#raycast #jobs
TheGamedev.Guru
Unity Raycast Commands: A New Era
Learn how to stop your current raycasts from stealing performance and upgrade them to the new era of Unity raycast commands that finally scale
Incredibly small finite state machine for .NET languages, written in C#. Useful for UIs and games. Runs in .NET, mono, Xamarin and Unity.
https://github.com/wakingviolet/FSMsharp
#statemachine #pattern
https://github.com/wakingviolet/FSMsharp
#statemachine #pattern
GitHub
GitHub - wakingviolet/FSMsharp: Incredibly small finite state machine for .NET languages, written in C#. Useful for UIs and games.…
Incredibly small finite state machine for .NET languages, written in C#. Useful for UIs and games. Runs in .NET, mono, Xamarin and Unity. Specially useful with Unity3D and MonoGame. - wakingviolet/...
Unity - Introducing System Metrics Mali package
Not a release version, but still allows to be one step closer to native profiling inside the editor without hassle with 3rd party profilers. And generally it becomes easier to profile stuff when you can do everything inside the editor.
https://forum.unity.com/threads/introducing-system-metrics-mali-package.1126178/
#nativeprofiling #profiling #mali
Not a release version, but still allows to be one step closer to native profiling inside the editor without hassle with 3rd party profilers. And generally it becomes easier to profile stuff when you can do everything inside the editor.
https://forum.unity.com/threads/introducing-system-metrics-mali-package.1126178/
#nativeprofiling #profiling #mali
Unity Forum
Official - Introducing System Metrics Mali package
System Metrics Mali Package (SMM)
Welcome to the System Metrics Mali discussion thread. You can use this thread to ask for help, share feedback, and...
Welcome to the System Metrics Mali discussion thread. You can use this thread to ask for help, share feedback, and...
Feature preview: IL2CPP Full Generic Sharing in Unity 2022.1 beta
https://blog.unity.com/technology/feature-preview-il2cpp-full-generic-sharing-in-unity-20221-beta
#il2cpp
https://blog.unity.com/technology/feature-preview-il2cpp-full-generic-sharing-in-unity-20221-beta
#il2cpp
Unity Blog
Feature preview: IL2CPP Full Generic Sharing in Unity 2022.1 beta | Unity Blog
Full Generic Sharing allows you to write code that’s more expressive and easier to test. Learn how it eliminates noscripting errors and ensures that code on platforms like mobile devices and consoles behave more predictably.
Unit of work pattern
Helps with the data concurrency problem
https://youtu.be/5D4qHl3SeoA
#unitofwork #pattern #dataaccess
Helps with the data concurrency problem
https://youtu.be/5D4qHl3SeoA
#unitofwork #pattern #dataaccess
YouTube
Unit of Work Pattern in Unity
Sign up for the Level 2 Game Dev Newsletter: http://eepurl.com/gGb8eP
Download the project at https://www.patreon.com/posts/project-unit-of-60029495
Data concurrency and data access bottlenecks are common problems that arise when dealing with persistence.…
Download the project at https://www.patreon.com/posts/project-unit-of-60029495
Data concurrency and data access bottlenecks are common problems that arise when dealing with persistence.…
GPU-Fog-Particles: Textureless fog particles using a highly customizable shader to attenuate noise values.
The technique is the use of surface depth and camera fading. The opacity of the mesh will fade away when near rendered geometry and as the camera approaches. These values can be tweaked to give a fake volumetric effect to what are otherwise just flat / billboard particles facing the camera.
Surface depth fading in this case is commonly known as "soft particles".
https://github.com/MirzaBeig/GPU-Fog-Particles
#fog #softparticles #vfx #camerafading
The technique is the use of surface depth and camera fading. The opacity of the mesh will fade away when near rendered geometry and as the camera approaches. These values can be tweaked to give a fake volumetric effect to what are otherwise just flat / billboard particles facing the camera.
Surface depth fading in this case is commonly known as "soft particles".
https://github.com/MirzaBeig/GPU-Fog-Particles
#fog #softparticles #vfx #camerafading
GitHub
GitHub - MirzaBeig/GPU-Fog-Particles: Textureless fog particles using a highly customizable shader to attenuate noise values.
Textureless fog particles using a highly customizable shader to attenuate noise values. - GitHub - MirzaBeig/GPU-Fog-Particles: Textureless fog particles using a highly customizable shader to atte...
Easy and effective way of randomizing Particle System textures
https://twitter.com/GerardBelenguer/status/1471515766990118929?s=20
#particles
https://twitter.com/GerardBelenguer/status/1471515766990118929?s=20
#particles
Twitter
Gerard Belenguer
Here's a very easy and effective way of randomizing your Particle System textures #unitytips #madewithunity #VFX
How to write smarter enums in C#
Java-like enums at a cost that "enum" in this package is a class
https://youtu.be/CEZ6cF8eoeg
#smarterenum #enum
Java-like enums at a cost that "enum" in this package is a class
https://youtu.be/CEZ6cF8eoeg
#smarterenum #enum
YouTube
How to write "smarter" enums in C#
Check out my courses: https://dometrain.com
Use discount code YTUNIT1 at checkout for 15% off
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Keep coding merch: https://keepcoding.shop
Hello everybody I'm Nick and in this…
Use discount code YTUNIT1 at checkout for 15% off
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Keep coding merch: https://keepcoding.shop
Hello everybody I'm Nick and in this…
Укрощение батчинга за счет оптимизации масок UI
Mask always tears batching, so the author shows how to use custom shader for Image to make UI using masks batch properly
https://habr.com/ru/company/pixonic/blog/596863/
#ui #optimization #shader #mask
Mask always tears batching, so the author shows how to use custom shader for Image to make UI using masks batch properly
https://habr.com/ru/company/pixonic/blog/596863/
#ui #optimization #shader #mask
Хабр
Укрощение батчинга за счет оптимизации масок UI
Часто мы сталкиваемся с задачей оптимизации интерфейсов, и приходится отлаживать то, что давно работает, но периодически усложняется. На таких экранах проблемы могут нарастать как снежный ком — до тех...
Unit testing code that does File IO
A very basic example of writing unit tests with Moq library. It is surprising how many people in game dev haven't heard of Moq and what it allows to do
https://makolyte.com/csharp-unit-testing-code-that-does-file-io/
#unit #testing #automation #moq
A very basic example of writing unit tests with Moq library. It is surprising how many people in game dev haven't heard of Moq and what it allows to do
https://makolyte.com/csharp-unit-testing-code-that-does-file-io/
#unit #testing #automation #moq
makolyte
C# - Unit testing code that does File IO | makolyte
Shows how to mock out the file system dependency by wrapping the file IO calls, extracting an interface, and dependency injecting the wrapper interface.