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
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
YouTube
Trajectory prediction in Unity
In many games, especially in 2d puzzles, the player can see a line that represents the bullet trajectory before shooting.
This mechanics is used for example in Puzzle Bubble, Tank Wars, Peggle, and many more.
It's commonly used for power-ups or tutorial levels.…
This mechanics is used for example in Puzzle Bubble, Tank Wars, Peggle, and many more.
It's commonly used for power-ups or tutorial levels.…
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Talking to your unmanaged code efficiently from Unity using P/Invoke
How to use P/Invoke with blittable types. A type is blittable if it has the same memory representation in C# as in the target language.
https://medium.com/baracoda-engineering/talking-to-your-unmanaged-code-efficiently-from-unity-using-p-invoke-6bb26f43f428
#extern #plugins #pinvoke
How to use P/Invoke with blittable types. A type is blittable if it has the same memory representation in C# as in the target language.
https://medium.com/baracoda-engineering/talking-to-your-unmanaged-code-efficiently-from-unity-using-p-invoke-6bb26f43f428
#extern #plugins #pinvoke
Medium
Talking to your unmanaged code efficiently from Unity using P/Invoke
Sometimes Unity projects need to interface with native plugins that are written in other languages, or maybe your company has a library in…
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Unity Spline-Based Tank Tracks System Package
https://timcoster.com/2021/01/17/unity-spline-based-tank-tracks-system-package/
#tank #tracks
https://timcoster.com/2021/01/17/unity-spline-based-tank-tracks-system-package/
#tank #tracks
Coster-Graphics
Unity Spline-Based Tank Tracks System Package
Hey All!Some time ago I posted about a small spline-based tank tracks system that I’d built. Because some people asked me personally if they could download it, I decided to do some more work …
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Kenney • Prototype Textures
Free textures for prototyping
https://kenney.nl/assets/prototype-textures
#assets #prototype
Free textures for prototyping
https://kenney.nl/assets/prototype-textures
#assets #prototype
kenney.nl
Prototype Textures · Kenney
Download this package (75 assets) for free, CC0 licensed!
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Unity Shader Graph Procedural Planet Water Tutorial
https://timcoster.com/2021/09/24/unity-shader-graph-procedural-planet-water-tutorial/
#water #planet #shadergraph
https://timcoster.com/2021/09/24/unity-shader-graph-procedural-planet-water-tutorial/
#water #planet #shadergraph
Coster-Graphics
Unity Shader Graph Procedural Planet Water Tutorial
Unity Shader Graph Planet Water Tutorial Calculate depth from water surface to underlying geometry,Use the depth value to blend from deep to shallow water color,Use the depth value and noise to gen…
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Scriptable Renderer Feature
A barebones sample implementation of a noscriptable renderer feature for Unity's noscriptable render pipeline
https://samdriver.xyz/article/noscriptable-render
#srp #rendering
A barebones sample implementation of a noscriptable renderer feature for Unity's noscriptable render pipeline
https://samdriver.xyz/article/noscriptable-render
#srp #rendering
samdriver.xyz
Scriptable Renderer Feature
A barebones sample implementation of a noscriptable renderer feature for Unity's noscriptable render pipeline.
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How to make a Homing Missile in Unity with Trajectory Prediction (source included)
https://youtu.be/Z6qBeuN-H1M
#missile #feature
https://youtu.be/Z6qBeuN-H1M
#missile #feature
YouTube
How to make a Homing Missile in Unity with Trajectory Prediction (source included)
Homing missiles are fun as hell, so let's make one. This rocket will predict future motion using velocity. We'll also use cosine to make the rocket trajectory more interesting.
Make sure you leave a like on the video if you enjoyed it :)
Source: https:…
Make sure you leave a like on the video if you enjoyed it :)
Source: https:…
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OPTIMISING A COMPUTE SHADER
Using RenderDoc to help find a faster compute shader for the simple lens flare effect.
https://samdriver.xyz/article/optimise-compute-shader
#shader #profiling #renderdoc #nativeprofiling
Using RenderDoc to help find a faster compute shader for the simple lens flare effect.
https://samdriver.xyz/article/optimise-compute-shader
#shader #profiling #renderdoc #nativeprofiling
samdriver.xyz
Optimising a Compute Shader
Using RenderDoc to help find a faster compute shader for the simple lens flare effect
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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
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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Create Bouncing/Ricocheting Raycast Bullets From Scratch! Unity Tutorial
Learn how to implement, from scratch, raycast (or "hitscan") bullets, with trails, that can bounce/ricochet off objects!
https://youtu.be/GkStW8-Q5P0
#ricochet #bullet #feature
Learn how to implement, from scratch, raycast (or "hitscan") bullets, with trails, that can bounce/ricochet off objects!
https://youtu.be/GkStW8-Q5P0
#ricochet #bullet #feature
YouTube
Bouncing Bullets with Hitscan Guns | Unity Tutorial
Learn how to implement, from scratch, raycast (or "hitscan") bullets, with trails, that can bounce/ricochet off objects!
We'll start off by using some free starter assets from Unity and the New Input System. We'll write a Gun noscript from scratch that shoots…
We'll start off by using some free starter assets from Unity and the New Input System. We'll write a Gun noscript from scratch that shoots…
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Create A White Noise Shader With Shader Graph In Unity
https://vintay.medium.com/create-a-white-noise-shader-with-shader-graph-in-unity-220dd9d24e92
#shadergraph #whitenoise #vfx #tv
https://vintay.medium.com/create-a-white-noise-shader-with-shader-graph-in-unity-220dd9d24e92
#shadergraph #whitenoise #vfx #tv
Medium
Create A White Noise Shader With Shader Graph In Unity
Today I am creating a static/white noise shader similar to what could be seen on older televisions years ago.
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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
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
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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Improve C# code performance with Span<T>
Obviously fast Span<T> is not available in Unity yet, but the post has an interesting point about how applying domain knowledge could result in better performance than just using new fancy stuff
https://blog.ndepend.com/improve-c-code-performance-with-spant/
#span #optimization #parsing
Obviously fast Span<T> is not available in Unity yet, but the post has an interesting point about how applying domain knowledge could result in better performance than just using new fancy stuff
https://blog.ndepend.com/improve-c-code-performance-with-spant/
#span #optimization #parsing
NDepend Blog
Improve C# code performance with Span<T> - NDepend Blog
Span in C# is at the heart of memory management. It optimizes performance by representing contiguous regions of arbitrary memory.
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GitHub - maxartz15/VertexAnimation: Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
https://github.com/maxartz15/VertexAnimation
#gpuanimation #animation #gpu
https://github.com/maxartz15/VertexAnimation
#gpuanimation #animation #gpu
GitHub
GitHub - maxartz15/VertexAnimation: Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS.
Vertex animation baking tool, shaders and animation system for Unity DOTS/ECS. - maxartz15/VertexAnimation
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Experience the new Unity Terrain Demo scenes for HDRP and URP
https://blog.unity.com/games/experience-the-new-unity-terrain-demo-scenes-for-hdrp-and-urp
URP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-urp-demo-scene-213197
HDRP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-hdrp-demo-scene-21
#terrain #editortools #vegetation
https://blog.unity.com/games/experience-the-new-unity-terrain-demo-scenes-for-hdrp-and-urp
URP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-urp-demo-scene-213197
HDRP package: https://assetstore.unity.com/packages/3d/environments/unity-terrain-hdrp-demo-scene-21
#terrain #editortools #vegetation
Unity
Experience the new Unity Terrain Demo scenes for HDRP and URP
Hear from technical artists behind the scenes and get best practices for authoring organic game environments.
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Immediate Window – Interact with your Code while Debugging in Rider
In case you missed this feature like I did: the Immediate Window in Rider debugger. A valuable part of the debugging experience is experimentation, modifying variables and determining whether the outcomes were what we expected. The post has a simple example, would be glad to hear your ideas how it could be helpful in the comments.
https://blog.jetbrains.com/dotnet/2020/10/15/immediate-window-interact-with-your-code-while-debugging-in-rider/
#rider #debug
In case you missed this feature like I did: the Immediate Window in Rider debugger. A valuable part of the debugging experience is experimentation, modifying variables and determining whether the outcomes were what we expected. The post has a simple example, would be glad to hear your ideas how it could be helpful in the comments.
https://blog.jetbrains.com/dotnet/2020/10/15/immediate-window-interact-with-your-code-while-debugging-in-rider/
#rider #debug
The JetBrains Blog
Immediate Window - Interact with your Code while Debugging in Rider | The .NET Tools Blog
A valuable part of the debugging experience is experimentation, modifying variables and determining whether the outcomes were what we expected. With the latest release of Rider 2020.3 EAP, we're happy
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Ruben Gonzalez | Dependency Injection on Unity
Make sure to read the second part. Far from ideal DI implementation, but worth to read if you'd like to understand how DI containers might work under the hood.
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity/
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity-part2/
#di #architecture
Make sure to read the second part. Far from ideal DI implementation, but worth to read if you'd like to understand how DI containers might work under the hood.
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity/
https://moderncsharpinunity.github.io/post/dependency-injection-on-unity-part2/
#di #architecture
Modern C# in Unity3D
Dependency Injection on Unity
Many has been written about dependency injection, even Unity folks wrote about it long time ago, and there are some good frameworks like Zenject, so what is so cool about dependency injection?
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Triggering Ragdoll Physics
Add ragdoll to characters when needed to achieve the effect similar to CS:GO chars when killed.
https://youtu.be/KuMe6Iz8pFI
#ragdoll #mixamo
Add ragdoll to characters when needed to achieve the effect similar to CS:GO chars when killed.
https://youtu.be/KuMe6Iz8pFI
#ragdoll #mixamo
YouTube
Triggering Ragdoll Physics (Unity Tutorial)
In this video we're going to look at how we can implement Ragdoll physics in Unity.
First of all, we’ll look at how to configure a ragdoll for a character and then we’ll look at how to activate the ragdoll when the character's killed.
We’ll also look at…
First of all, we’ll look at how to configure a ragdoll for a character and then we’ll look at how to activate the ragdoll when the character's killed.
We’ll also look at…
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