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.
Performance Testing in Unity. Step by step tutorial how to get it running
Probably you’ve heard about Performance Testing package made by Unity, but to be fair their documentation sucks and if you follow it straight your might face some issues. So I want to list the steps I did to have it running and especially how to get results from performance tests after run on a real device, because obviously we don’t want to measure performance of the game only inside the editor.
https://gamedev.center/setting-up-unity-performance-testing-package-and-performance-benchmark-reporter/
#performance #testing #benchmark
Probably you’ve heard about Performance Testing package made by Unity, but to be fair their documentation sucks and if you follow it straight your might face some issues. So I want to list the steps I did to have it running and especially how to get results from performance tests after run on a real device, because obviously we don’t want to measure performance of the game only inside the editor.
https://gamedev.center/setting-up-unity-performance-testing-package-and-performance-benchmark-reporter/
#performance #testing #benchmark
gamedev.center
Writing Performance Tests and running it on a target platfrom in Unity
Performance testing package by Unity is great, but when I followed their docs I couldn't get it running, so here are the steps how to actually setup it
BitArrayX and LinearHashMapX
Util classes to store 8 bools in one byte and a simple blittable hash map to be used inside IComponentData
https://coffeebraingames.wordpress.com/2021/12/26/bitarrayx-and-linearhashmapx/
#blittable #hashmap #bitarray
Util classes to store 8 bools in one byte and a simple blittable hash map to be used inside IComponentData
https://coffeebraingames.wordpress.com/2021/12/26/bitarrayx-and-linearhashmapx/
#blittable #hashmap #bitarray
COFFEE BRAIN GAMES
BitArrayX and LinearHashMapX
Truthfully, I’m out of topics to write about so here’s some more DOTS utilities that we’ve written that you can use. Both of these can be used inside an IComponentData struct and …
Dialog System
Hyperbolica dev tells about the dialog system based on a custom noscripting language. He even created highlighting rules for Notepad++. Could be very convenient when dialogs are written and added to the game not by a programmer. You should consider time needed to create such system and amount of time you could save by removing the need in developer to integrate text assets.
https://youtu.be/DlL_20x0QH8
#dialog #dialogsystem
Hyperbolica dev tells about the dialog system based on a custom noscripting language. He even created highlighting rules for Notepad++. Could be very convenient when dialogs are written and added to the game not by a programmer. You should consider time needed to create such system and amount of time you could save by removing the need in developer to integrate text assets.
https://youtu.be/DlL_20x0QH8
#dialog #dialogsystem
YouTube
Dialog System - Hyperbolica Devlog #7
Just a quick detour to show how Hyperbolica's dialog system works. With nearly 1000 NPCs, a custom dialog system and language was developed to simplify the process.
Hyperbolica on Steam: https://store.steampowered.com/app/1256230/Hyperbolica/
Join my discord:…
Hyperbolica on Steam: https://store.steampowered.com/app/1256230/Hyperbolica/
Join my discord:…
Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity
Can be used as a base for your own conventions. It also has a good quote: "Arguments over style are pointless. There should be a style guide, and you should follow it."
https://github.com/justinwasilenko/Unity-Style-Guide
#codestyle #naming #preprocessor
Can be used as a base for your own conventions. It also has a good quote: "Arguments over style are pointless. There should be a style guide, and you should follow it."
https://github.com/justinwasilenko/Unity-Style-Guide
#codestyle #naming #preprocessor
GitHub
GitHub - justinwasilenko/Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention…
This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity - justinwasilenko/Unity-Style-Guide
The Unity Shaders Bible.
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
More than nine years of experience and techniques used in such noscripts like Star Wars GD, Nom Noms, and Super Studio Frozen 2, exposed in a single book.
https://learn.jettelly.com/course/unity-shader-bible/usb-chapter-1/preface/
#shader #book #shadersbible
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
More than nine years of experience and techniques used in such noscripts like Star Wars GD, Nom Noms, and Super Studio Frozen 2, exposed in a single book.
https://learn.jettelly.com/course/unity-shader-bible/usb-chapter-1/preface/
#shader #book #shadersbible
Learn.
Preface | Jettelly Learn
One of the biggest problems that video game developers have when they start studying shaders in Unity is that there is little information for beginners on the
Работа с аудио в Unity — трассировка и облачные вычисления
https://habr.com/en/post/589007/
#audio #3daudio
https://habr.com/en/post/589007/
#audio #3daudio
Habr
Работа с аудио в Unity — трассировка и облачные вычисления
Всем привет! Меня зовут Илья, я из команды TinyPlay. В этой статье хотел бы поделиться тем, как мы работаем с аудио. Надеюсь, для вас эта статья будет полезной.Архитектура аудиоПроект состоит из 3-х...
GitHub - asc-community/HonkPerf.NET
Benchmarks show it allocates less than standard LINQ. And the author claims on habr.com that it works great in Unity. Ideally should be benchmarked there too on IL2CPP build.
https://github.com/asc-community/HonkPerf.NET
#linq #optimization #gc
Benchmarks show it allocates less than standard LINQ. And the author claims on habr.com that it works great in Unity. Ideally should be benchmarked there too on IL2CPP build.
https://github.com/asc-community/HonkPerf.NET
#linq #optimization #gc
GitHub
GitHub - asc-community/HonkPerf.NET
Contribute to asc-community/HonkPerf.NET development by creating an account on GitHub.
