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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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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animation.gif
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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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Unity-Http-Debugger: Http request logging tool for Unity.
- Send http requests from Editor Window
- Save requests and responses
Log http requests

We are using a somewhat similar tool to log all requests, which comes very handy for debugging. Much easier than running Charles or another similar tool, with less functionality of course.

https://github.com/ErnSur/Unity-Http-Debugger

#httpdebugger #http #debugger
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Here is a very simple way to customize blank inspector.
Just make your ScriptableObject an active selection when nothing is selected. And provide a custom editor for it.

#editortool #tip
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How To Write A Custom URP Shader With DOTS Instancing Support

I wanted to enhance the look of my boids BatchRendererGroup sample with more suitable meshes instead of cubes. For that I decided to use a custom shader with some simple procedural vertex animation. Without proper documentation available it took me quite a while to figure out how to add DOTS instancing support to it, since it's required for BRG. So I am sharing the solution so you don’t have to spend your time.

https://gamedev.center/how-to-write-a-custom-urp-shader-with-dots-instancing-support/

#instancing #dots #brg #shader #rendering
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Game Maths — Dot Product

Personally I don't implement stuff that requires deep math knowledge in a day-to-day work, but once in a while every game developer faces tasks when you wish you knew the math. And this task could be solved faster and without dirty workarounds if you knew the math behind the required functionality. This post gives one example of a dot product usage, but I liked more another old article on this topic, which I will share here next. So check out both to get better understanding.

https://medium.com/nerd-for-tech/game-maths-dot-product-d3f063192cd6

#math #dotproduct #3dmath
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Shader Tutorial: SDFs

How to create unlit 2d shapes using SDF functions

https://www.patreon.com/posts/64440772

#sdf #shader
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Customize your memory use with Unity 2021 LTS | Unity Blog

Unity has different ways to allocate native memory, two of them are:
The bucket allocator, which groups small allocations of similar sizes into shared blocks of memory. It’s generally very fast and widely used, but it has a hard coded limit to how big it can grow.
There is also a dynamic heap allocator which is slower, but handles more cases.
Ori developers needed better performance on Switch and modification of the bucket allocator size helped them reach stutter free gameplay. At that time it wasn't accessible to everyone and required source code modification. Starting from 2021 LTS it became customizable.

https://blog.unity.com/technology/customize-your-memory-use-with-unity-2021-lts

#memory #optimization
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