Everyday Unity – Telegram
Everyday Unity
1.11K subscribers
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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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Using performance class to optimize your user experience

Looks like a simple wrapper for Unity can be created to adjust targetFrameRate or other performance critical stuff in your game based on performance class.

https://android-developers.googleblog.com/2022/03/using-performance-class-to-optimize.html

#performance #native
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TikTok lessons from Among Us' success

Another post on using this platform to boost your game visibility. More and more examples are shared publicly. You can also check "Exo One" or the newzoo report about better engagement there.

https://www.gamesindustry.biz/articles/2022-03-28-tiktok-lessons-from-among-us-success-gdc-2022

#marketing #visibility
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UnityDataTools: Experimental tools and libraries for reading and analyzing Unity data files.

analyze: It is an improved version of the AssetBundle Analyzer.
find-refs: this command finds reference chains leading to specific objects. It requires a database that was created by the 'analyze' command.
dump: this command dumps the content of a SerializedFile into a file of the selected format. It currently only supports the 'text' format

https://github.com/Unity-Technologies/UnityDataTools

#assets #analyzer
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AUTHORING REALISTIC STARS

Shader to color stars that is based on real science

https://roadturtlegames.com/planetguard/blogs/blog-3.html

#shadergraph #star
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Zombie Object Detector

Many C# classes in the UnityEngine namespace act as wrappers to instances of corresponding C++ classes, which hold the actual data. The class UnityEngine.GameObject is an example. Zombie objects are instances of these C# classes that have outlived their C++ counterpart. The C++ instances are destroyed in an entirely deterministic fashion, for example on scene transition. On the other hand the C# instances are garbage collected just like any other C# object. This means that there is an opportunity for the C# object to remain in existence by being referenced by other objects, static variables, etc.

https://github.com/Unity-Technologies/ZombieObjectDetector

#performance #zombie #memoryleaks
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How to make a particle out of the shape of a sprite
I'll explain how to do it in this thread.

https://twitter.com/Creta5164/status/1509408761282129920

#particlesystem #emitter
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Trying out new Unity API: BatchRendererGroup

The goal of this post is to look at the new BatchRendererGroup API (BRG) and implement the minimal BRG example, so it is easier to understand how to work with it. Then gradually add more complex functionality. In the end we would have a boids simulation rendered using BRG.

https://gamedev.center/trying-out-new-unity-api-batchrenderergroup/

#brg #batchrenderergroup #rendering
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Wood carving in VR 🤯
Here's how it's made it thread

https://twitter.com/pushmatrix/status/1511331419896913920

#carving #effect
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Finding Your Home in Game Graphics Programming

A learning plan for getting into graphics based on what you find the most interesting there:
- rendering
- graphics pipeline and architecture
- shaders
- tech art

https://alextardif.com/LearningGraphics.html

#rendering #graphics #learn
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unity-footprints: Real-Time Locomotion on Soft Grounds with Dynamic Footprints

The system takes a rigged mesh with kinematic animations and an IK system applied to the feet bones, and with a rigid body for balance control and collision processing. Then it builds a real-time locomotion model that combines a global controller to adjust the overall character pose based on the ground slope with tilting and balancing behaviors, and the IK system to adapt the model to non-flat terrains.

https://github.com/edualvarado/unity-footprints

#footprints #locomotion #softground
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