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
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
Android Developers Blog
Using performance class to optimize your user experience
Posted by Don Turner , Developer Relations Engineer, and Francois Goldfain, Director of Android Media Framework Today w...
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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
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
GamesIndustry.biz
TikTok lessons from Among Us' success | GDC 2022
Innersloth's Victoria Tran shared tips about how to run a games TikTok account
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burst-simd-exercises: SIMD exercises for Burst and Unity
Examples how to use SIMD instructions in Unity
https://github.com/sschoener/burst-simd-exercises
#burst #simd #dots
Examples how to use SIMD instructions in Unity
https://github.com/sschoener/burst-simd-exercises
#burst #simd #dots
GitHub
GitHub - sschoener/burst-simd-exercises: SIMD exercises for Burst and Unity
SIMD exercises for Burst and Unity. Contribute to sschoener/burst-simd-exercises development by creating an account on GitHub.
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Unity Performance Optimization Ⅶ: Physics
https://medium.com/@uwa4d/unity-performance-optimization-%E2%85%B6-physics-7849c7604673
#physics #optimization
https://medium.com/@uwa4d/unity-performance-optimization-%E2%85%B6-physics-7849c7604673
#physics #optimization
Medium
Unity Performance Optimization Ⅶ: Physics
The physics module time cost in Unity’s own physics engine mainly comes from FixedUpdate.PhysicsFixedUpdate and ray detection and collision…
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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
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
GitHub
GitHub - Unity-Technologies/UnityDataTools: Experimental tools and libraries for reading and analyzing Unity data files.
Experimental tools and libraries for reading and analyzing Unity data files. - Unity-Technologies/UnityDataTools
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Unity Shader Graph Pixel Art VFX
The source code is hidden by the paywall which sucks. But anyway a good tutorial that you can replicate if needed
https://youtu.be/JZDlCuIpq9I
#vfx #shadergraph #pixelart
The source code is hidden by the paywall which sucks. But anyway a good tutorial that you can replicate if needed
https://youtu.be/JZDlCuIpq9I
#vfx #shadergraph #pixelart
YouTube
Unity Shader Graph - Pixel Art VFX Tutorial
Now you can easily create some Pixel Art effects with this technique! Either by converting some effects you already have or by creating them from scratch! The cool thing is that you don't need to know how to draw pixel art, you can simply use this shader…
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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
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
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
GitHub
GitHub - Unity-Technologies/ZombieObjectDetector: Tool for detecting "Fake Null" C# instances.
Tool for detecting "Fake Null" C# instances. Contribute to Unity-Technologies/ZombieObjectDetector development by creating an account on GitHub.
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Join me in Unity Hell:
"Which variable contains the actual camera's actual depth buffer when writing a URP custom pass"
Protip: It's Not Usually The One That's Named cameraDepthTarget
https://twitter.com/AmazingThew/status/1509954484776095751
Test results: https://docs.google.com/spreadsheets/d/1Od8eXty-VvjBZIZQnnW88OMDNAoyRFt4GAHuK4fQouc/edit
#urp #rendering #depth #depthtarget
"Which variable contains the actual camera's actual depth buffer when writing a URP custom pass"
Protip: It's Not Usually The One That's Named cameraDepthTarget
https://twitter.com/AmazingThew/status/1509954484776095751
Test results: https://docs.google.com/spreadsheets/d/1Od8eXty-VvjBZIZQnnW88OMDNAoyRFt4GAHuK4fQouc/edit
#urp #rendering #depth #depthtarget
Twitter
Thew
join me in Unity Hell: "Which variable contains the actual camera's actual depth buffer when writing a URP custom pass"
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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
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
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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Unity optimization: reducing 3D objects draw calls
A simple video that shows how lighting affects draw calls and how it can be baked to significantly reduce render time
https://youtu.be/vU3au56UV_E
#optimization #lighting
A simple video that shows how lighting affects draw calls and how it can be baked to significantly reduce render time
https://youtu.be/vU3au56UV_E
#optimization #lighting
YouTube
Unity Optimization : reducing 3D objects' draw calls
This video shows how to improve the 3D game performance in Unity.
In this example, I will show you how to reduce draw calls on 3D objects.
You will learn about :
0. understanding draw call via Frame Debugger
1. understanding static option
2. understanding…
In this example, I will show you how to reduce draw calls on 3D objects.
You will learn about :
0. understanding draw call via Frame Debugger
1. understanding static option
2. understanding…
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Volume Rendering for Developers Series
https://www.scratchapixel.com/lessons/advanced-rendering/volume-rendering-for-developers/intro-volume-rendering
#raymarching #volume #volumetric
https://www.scratchapixel.com/lessons/advanced-rendering/volume-rendering-for-developers/intro-volume-rendering
#raymarching #volume #volumetric
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Wood carving in VR 🤯
Here's how it's made it thread
https://twitter.com/pushmatrix/status/1511331419896913920
#carving #effect
Here's how it's made it thread
https://twitter.com/pushmatrix/status/1511331419896913920
#carving #effect
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Improved triplanar projections
How to avoid artifacts like smearing and discontinuity.
https://medium.com/@jasonbooth_86226/improved-triplanar-projections-b990a49637f9
#triplanar #texturing
How to avoid artifacts like smearing and discontinuity.
https://medium.com/@jasonbooth_86226/improved-triplanar-projections-b990a49637f9
#triplanar #texturing
Medium
Improved Triplanar projections
Triplanar Projection is a common technique to handle texturing models when UV’s are not available or appropriate. It’s also very commonly…
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Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more.
https://github.com/WooshiiDev/HierarchyDecorator
#editor #tool #hierarchy
https://github.com/WooshiiDev/HierarchyDecorator
#editor #tool #hierarchy
GitHub
GitHub - WooshiiDev/HierarchyDecorator: Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers…
Lightweight Unity Plugin transforming the Hierarchy into what it should be. Adds headers, styles, icons and more. - WooshiiDev/HierarchyDecorator
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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
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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.NET Big O Algorithm Complexity Cheat Sheet
https://github.com/RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet/blob/main/Cheat%20Sheet.pdf
#dsa #algorithm #complexity
https://github.com/RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet/blob/main/Cheat%20Sheet.pdf
#dsa #algorithm #complexity
GitHub
.NET-Big-O-Algorithm-Complexity-Cheat-Sheet/Cheat Sheet.pdf at main · RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet
Big-O complexities of common algorithms used in .NET and Computer Science. - RehanSaeed/.NET-Big-O-Algorithm-Complexity-Cheat-Sheet
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Friday Facts #366 - The only way to go fast, is to go well!
How Factorio team increased development speed using clean code principles.
https://factorio.com/blog/post/fff-366
#cleancode #tdd #devprocess #dry
How Factorio team increased development speed using clean code principles.
https://factorio.com/blog/post/fff-366
#cleancode #tdd #devprocess #dry
Factorio
Friday Facts #366 - The only way to go fast, is to go well! | Factorio
Hello, long time no see :) We obviously have a lot to talk about when it comes to the game changes we recently did, or plan to do, but we don't want to share any of it yet. Yet, there is currently a topic very relevant to us and we can share it without…
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How 3D Game Rendering Works: Anti-Aliasing
https://www.techspot.com/article/2219-how-to-3d-rendering-anti-aliasing/
#ssaa #msaa #fxaa #taa #rendering #aliasing
https://www.techspot.com/article/2219-how-to-3d-rendering-anti-aliasing/
#ssaa #msaa #fxaa #taa #rendering #aliasing
TechSpot
How 3D Game Rendering Works: Anti-Aliasing
The 3D games we play and love are all made up of thousands, if not millions, of colored straight lines, which inevitably will look jagged in our...
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animation.gif
11 MB
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
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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