Everyday Unity – Telegram
Everyday Unity
1.11K subscribers
157 photos
59 videos
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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Triangle.Net-for-Unity

Triangulation lib wrapper for Unity. Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. I guess you already knew about it, if you were interested in mesh generation. If not, then if you ever stumble upon triangulation in Unity, you should know there is the lib available for doing it.

https://github.com/Nox7atra/Triangle.Net-for-Unity

#triangulation #mesh
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UI with rectangles? Don't use null as a source!
Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame!
When using a null reference in an Image field: "None (Sprite)", Unity actually puts a UnityWhite texture in there that causes the GPU to make an additional draw call.

https://twitter.com/HetiDev/status/1493317817688629252

#ui #optimization #tips
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Unity Recorder

Use the Unity Recorder package to capture and save data during Play mode. For example, you can capture gameplay or a cinematic and save it as an .mp4 file.

https://docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html

#video #recorder
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Trajectory prediction in Unity

Predict trajectory with Physics.Simulate. Not sure about performance if there is a lot of stuff going on, but should be absolutely fine for small simulations. Anyway in case you use Physics.Simulate a lot dont forget to always profile before optimizing. Or if you are still in a preproduction phase, make a small proof of concept with expected amount (and more for greater confidence) of operations to simulate, so you can be sure that this approach is suitable for your case.

https://www.youtube.com/watch?v=4VUmhuhkELk

Repo: https://github.com/ToughNutToCrack/TrajectoryPrediction

#simulation #physics #trajectory #prediction
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Culling system and effects for Top-Down games

Simple fade out/culling system for top down game with 3 different shader-based effects to fade out objects that get in the way of the player seeing their avatar

https://www.patreon.com/posts/culling-system-60214085

#cull #vfx
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Polygon Clipping (Part 1 & 2)

Polygon clipping is an interesting problem: how do you intersect, union, or diff two polygons?
The Greiner-Hormann clipping algorithm is quite beautiful and intuitive. However the Greiner-Hormann clipping algorithm cannot deal with coincident lines. This turns out to be a huge pain – so there is part 2 that works for all polygons.

https://sean.cm/a/polygon-clipping-pt1
https://sean.cm/a/polygon-clipping-pt2

#polygonclipping #clipping
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Bottled Galaxy (Sphere Tracing)

This one uses sphere tracing and signed distance functions. You can learn more about them here from the article by Inigo Quilez: https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

Source Code: https://github.com/Alligrater/Shader-Practice/tree/main/Assets/EPS/SceneRenders/BottleOfStars

#vfx #potion #shader #bottle
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