Animation Texture Baker for Unity
- Bake vertex of Animation(legacy) to Texture2D
-Bake data of Positions and Normals
https://github.com/sugi-cho/Animation-Texture-Baker
#animation #gpuanim #animationbaker #vertexanimation
- Bake vertex of Animation(legacy) to Texture2D
-Bake data of Positions and Normals
https://github.com/sugi-cho/Animation-Texture-Baker
#animation #gpuanim #animationbaker #vertexanimation
GitHub
GitHub - sugi-cho/Animation-Texture-Baker: 頂点の位置と法線を、Texture2Dに保存しておく。ARGBFloatとか、HDR Textureを使用したバージョン
頂点の位置と法線を、Texture2Dに保存しておく。ARGBFloatとか、HDR Textureを使用したバージョン - sugi-cho/Animation-Texture-Baker
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Unity physics reminder: Since 2015 moving static colliders does NOT cause performance penalties. No need to add a rigidbody. However, collisions and friction involving these colliders won't be simulated correctly.
https://twitter.com/VehiclePhysics/status/1501203158130995207
Ref: https://forum.unity.com/threads/collision-detection-for-kinematic-rigidbodies.885778/#post-6466924
#physics #collision #static
https://twitter.com/VehiclePhysics/status/1501203158130995207
Ref: https://forum.unity.com/threads/collision-detection-for-kinematic-rigidbodies.885778/#post-6466924
#physics #collision #static
Twitter
Vehicle Physics
Unity physics reminder: Since 2015 moving static colliders does NOT cause performance penalties. No need to add a rigidbody. However, collisions and friction involving these colliders won't be simulated correctly. forum.unity.com/threads/collis… #unitytips…
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Skybox tutorial part 1
Custom skybox shader
https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
#shader #skybox
Custom skybox shader
https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
#shader #skybox
Kelvin van Hoorn
Unity skybox tutorial
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Breaking down the echolocation shader
https://twitter.com/requestmoe/status/1501253916440379392
The game source code: https://github.com/iamrequest/curse-of-the-pinyaata
#shadergraph #scan #echolocation #vfx
https://twitter.com/requestmoe/status/1501253916440379392
The game source code: https://github.com/iamrequest/curse-of-the-pinyaata
#shadergraph #scan #echolocation #vfx
Twitter
Request
I'm making a thread 🧵 breaking down the echolocation shader I made for Curse of the Pinyaata, a PC VR game I made for a recent game jam! (A screenshot of the graph and the source code can both be found at the end of the thread!) #UnityTips #VirtualReality
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RayMarching Shader Tutorial series (GLSL)
https://timcoster.com/2020/02/11/raymarching-shader-pt1-glsl/
https://timcoster.com/2020/02/12/raymarching-shader-pt2-boolean-operators/
https://timcoster.com/2020/02/13/raymarching-shader-pt3-smooth-blending-operators/
https://timcoster.com/2020/02/17/raymarching-shader-pt4-primitives/
https://timcoster.com/2020/03/05/raymarching-shader-pt5-colors/
#raymarching #shader
https://timcoster.com/2020/02/11/raymarching-shader-pt1-glsl/
https://timcoster.com/2020/02/12/raymarching-shader-pt2-boolean-operators/
https://timcoster.com/2020/02/13/raymarching-shader-pt3-smooth-blending-operators/
https://timcoster.com/2020/02/17/raymarching-shader-pt4-primitives/
https://timcoster.com/2020/03/05/raymarching-shader-pt5-colors/
#raymarching #shader
Coster-Graphics
RayMarching Shader Pt.1 (GLSL)
On this page, the coding steps to produce a basic Ray Marching fragment shader, that creates a ray marched scene of a sphere and a plane, with basic diffuse directional lighting and shadows.If you …
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Zelda Breath of the Wild Remote Bomb in Shader Graph and VFX Graph
https://danielilett.com/2022-03-05-tut5-23-botw-bomb/
#shadergraph #vfx #explosion #vfxgraph
https://danielilett.com/2022-03-05-tut5-23-botw-bomb/
#shadergraph #vfx #explosion #vfxgraph
Daniel Ilett: Games | Shaders | Tutorials
Zelda Breath of the Wild Remote Bomb in Shader Graph and VFX Graph
Explosive Stuff
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Procedural generation of 2D maps in Unity
An extensive guide on 2D map generation with theory and step-by-step code implementation.
https://pavcreations.com/procedural-generation-of-2d-maps-in-unity/
#pcg #procedural #generation #2d
An extensive guide on 2D map generation with theory and step-by-step code implementation.
https://pavcreations.com/procedural-generation-of-2d-maps-in-unity/
#pcg #procedural #generation #2d
Pav Creations
Procedural generation of 2D maps in Unity - Pav Creations
In this article we'll look into the implementation of a procedural generator of 2D maps in Unity using Multi-layered Cellular Automata.
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Utf8Json - Fast JSON Serializer for C#
One of the fastest JSON serializers according to author's tests. And Unity engineers recommend it too, in comparison to more complex solutions like Json.NET.
https://github.com/neuecc/Utf8Json
#json #serialization
One of the fastest JSON serializers according to author's tests. And Unity engineers recommend it too, in comparison to more complex solutions like Json.NET.
https://github.com/neuecc/Utf8Json
#json #serialization
GitHub
GitHub - neuecc/Utf8Json: Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin).
Definitely Fastest and Zero Allocation JSON Serializer for C#(NET, .NET Core, Unity, Xamarin). - neuecc/Utf8Json
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[Unity Tip] You can serialize an auto-property's backing field using the 'field' keyword
https://www.reddit.com/r/Unity3D/comments/t7us9a/unity_tip_you_can_serialize_an_autopropertys/
#tip #editor
https://www.reddit.com/r/Unity3D/comments/t7us9a/unity_tip_you_can_serialize_an_autopropertys/
#tip #editor
Reddit
From the Unity3D community on Reddit: [Unity Tip] You can serialize an auto-property's backing field using the 'field' keyword
Explore this post and more from the Unity3D community
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Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists
My favorite type of articles where complex stuff is being described in layman's terms step-by-step of increasing complexity. And whopping 17 references in the end will give you all information you may need for fluid simulation
https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac
#fluid #simulation #shader
My favorite type of articles where complex stuff is being described in layman's terms step-by-step of increasing complexity. And whopping 17 references in the end will give you all information you may need for fluid simulation
https://shahriyarshahrabi.medium.com/gentle-introduction-to-fluid-simulation-for-programmers-and-technical-artists-7c0045c40bac
#fluid #simulation #shader
Medium
Gentle Introduction to Realtime Fluid Simulation for Programmers and Technical Artists
A simple intuitive breakdown of fluid simulation for programmers and technical artists. Instead of complicated mathematical expressions, I…
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A few words about the implementation of List<T> in C#
A quite handy recap of List to give a quick glance before a technical interview
https://dotnetos.org/blog/2022-03-07-list-implementation/
#list #datastructure #dsa #interview
A quite handy recap of List to give a quick glance before a technical interview
https://dotnetos.org/blog/2022-03-07-list-implementation/
#list #datastructure #dsa #interview
dotnetos.org
A few words about the implementation of List<T> in C# - Dotnetos - courses & conferences about .NET
We all use C# List class everyday but have we ever thought about how it really works? In this post we will look at the implementation details of the List<T> and it’s most important methods.
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Use the [Delayed] attribute in your editor code to prevent instantaneous execution of OnValidate.
It will only execute when enter is pressed or the field looses focus.
Useful if you have expensive calculations tied to the field.
https://twitter.com/BinaryImpactG/status/1506229641933213696
#editor #tip
It will only execute when enter is pressed or the field looses focus.
Useful if you have expensive calculations tied to the field.
https://twitter.com/BinaryImpactG/status/1506229641933213696
#editor #tip
Twitter
Binary Impact
#UnityTips Use the [Delayed] attribute in your editor code to prevent instantaneous execution of OnValidate. It will only execute when enter is pressed or the field looses focus. Useful if you have expensive calculations tied to the field. #indiedev #gamedev
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Don't Let Offscreen Objects Ruin Your Performance - Unity CullingGroup API
https://thegamedev.guru/unity-cpu-performance/cullinggroup-api/
#cullinggroup #culling
https://thegamedev.guru/unity-cpu-performance/cullinggroup-api/
#cullinggroup #culling
TheGamedev.Guru
Don't Let Offscreen Objects Ruin Your Performance - Unity CullingGroup API
Make your expensive noscripts cost nothing while they are offscreen
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Unity voxel system and terrain generation tutorial series.
https://youtube.com/playlist?list=PLxI8V1bns4ExV7K6DIrP8BByNSKDCRivo
#voxel #terrain #pcg #procedural #generation
https://youtube.com/playlist?list=PLxI8V1bns4ExV7K6DIrP8BByNSKDCRivo
#voxel #terrain #pcg #procedural #generation
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Procedural 2d aim animation breakdown without Spine
https://twitter.com/RustedMoss/status/1507749218554843139
#procedural #animation
https://twitter.com/RustedMoss/status/1507749218554843139
#procedural #animation
Twitter
Rusted Moss (Wishlist now!)
Fun story: Rusted Moss started off as just this. It was meant to be an experiment in getting procedural animation to work. Just an abandoned project for testing stuff. Now it's a game 😅 #screenshotsaturday #indiedev #indiegame #GameMaker
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Cleaner C# code
Recap of some ideas given by Uncle Bob in his book Clean Code. Cannot stress enough how important readable code is. We spend a lot more time reading our old or others code than writing it, so it is crucial to invest a little time into readability to save more time later.
https://medium.com/@juanal98/list/cleaner-c-code-2022-277e91f76a5a
#cleancode #tips
Recap of some ideas given by Uncle Bob in his book Clean Code. Cannot stress enough how important readable code is. We spend a lot more time reading our old or others code than writing it, so it is crucial to invest a little time into readability to save more time later.
https://medium.com/@juanal98/list/cleaner-c-code-2022-277e91f76a5a
#cleancode #tips
Juan Alberto España Garcia
6 stories about Cleaner C# Code (2022)✨ curated by Juan Alberto España Garcia - Medium
Read more on Discover all the TIPS and TRICKS to Write Clean C# Code. You will Save Hours of understanding old code and Many Headaches 😉
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Why job structs are better than Entities.ForEach()
https://coffeebraingames.wordpress.com/2022/03/27/why-job-structs-are-better-than-entities-foreach/
#jobs #entities #dots #ecs
https://coffeebraingames.wordpress.com/2022/03/27/why-job-structs-are-better-than-entities-foreach/
#jobs #entities #dots #ecs
COFFEE BRAIN GAMES
Why job structs are better than Entities.ForEach()
I started dabbling with Unity’s DOTS ever since it came out in 2018. I have used every evolution of its API from [Inject] to IJobForEach then to job structs (chunk iteration) and Entities.For…
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