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
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
gamedev.center
How To Write A Custom URP Shader With DOTS Instancing Support
Learn what is DOTS instancing, when it is needed, and how to make a shader that can be used with BatchRendererGroup API. Full source code is inside.
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An attempt on replicating 3 (Moving, Gliding, Swimming) Genshin Impact Movement Systems.
https://github.com/Wafflus/unity-genshin-impact-movement-system
#movement #charactercontroller #genshin
https://github.com/Wafflus/unity-genshin-impact-movement-system
#movement #charactercontroller #genshin
GitHub
GitHub - Wafflus/unity-genshin-impact-movement-system: A movement system made in Unity that attempts to replicate Genshin Impact…
A movement system made in Unity that attempts to replicate Genshin Impact Movement. - Wafflus/unity-genshin-impact-movement-system
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Simple selection for busy scenes in Unity
https://github.com/vertxxyz/NSelection
#editortool #selection
https://github.com/vertxxyz/NSelection
#editortool #selection
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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
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
Medium
Game Maths — Dot Product
Recently I’ve been revisiting some useful maths used in game development, starting with Dot Product.
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Linear algebra for game developers
Old, but gold series I talked about in my previous post. I find it the most simple article on this topic out there. It doesn't even make me wanna sleep when reading it.
The part that contains a dot product denoscription and example: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/
Other posts in the series:
Part 1: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/
Part 3: http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3
#math #3dmath
Old, but gold series I talked about in my previous post. I find it the most simple article on this topic out there. It doesn't even make me wanna sleep when reading it.
The part that contains a dot product denoscription and example: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-2/
Other posts in the series:
Part 1: http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/
Part 3: http://blog.wolfire.com/2010/07/Linear-algebra-for-game-developers-part-3
#math #3dmath
Wolfire
Linear algebra for game developers ~ part 2 - Wolfire Games Blog
Now that I've introduced vectors in Part 1, we need to look at some of the fundamental tools for working with them. The most important tools to understand are length, normalization, distance, the dot product, and the cross product. Once you wrap your mind…
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Use the new checkbox "Project Settings - Parallel Import" to significantly increase assets import speed starting from 2021 LTS.
https://youtu.be/fxqhE-h6ucM
#editor #tip #import
https://youtu.be/fxqhE-h6ucM
#editor #tip #import
YouTube
Checking this box saved me an HOUR in Unity3D!
http://gamedevguild.com - Register - Join us LIVE @ GameDevGuild
https://blog.unity.com/games/introducing-unity-2021-lts - Read the Full Post
https://bit.ly/3sKGagG - Game Architecture Course
http://unity3d.group - Join the Group (facebook)
https://bit.ly/3INem13…
https://blog.unity.com/games/introducing-unity-2021-lts - Read the Full Post
https://bit.ly/3sKGagG - Game Architecture Course
http://unity3d.group - Join the Group (facebook)
https://bit.ly/3INem13…
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Template shader to use as a guide to create Universal Pipeline ready shaders provided by the lead of URP at Unity. This shader works with Universal Render Pipeline 7.1.x and above.
https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba
#urp #shader
https://gist.github.com/phi-lira/225cd7c5e8545be602dca4eb5ed111ba
#urp #shader
Gist
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x…
Template shader to use as guide to create Universal Pipeline ready shaders. This shader works with Universal Render Pipeline 7.1.x and above. - UniversalPipelineTemplateShader.shader
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Shader Tutorial: SDFs
How to create unlit 2d shapes using SDF functions
https://www.patreon.com/posts/64440772
#sdf #shader
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
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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Some DOTS Utilities: NativeCounter and NativeSum
Provides functionality to count and calculate sum in parallel jobs
https://coffeebraingames.wordpress.com/2021/10/24/some-dots-utilities-nativecounter-and-nativesum/
#dots #jobs #nativecounter #nativesum
Provides functionality to count and calculate sum in parallel jobs
https://coffeebraingames.wordpress.com/2021/10/24/some-dots-utilities-nativecounter-and-nativesum/
#dots #jobs #nativecounter #nativesum
COFFEE BRAIN GAMES
Some DOTS Utilities: NativeCounter and NativeSum
I haven’t shared some utility noscripts for a while now. It’s about time I do so again. We’ve been making a game in pure ECS and we have created lots of utilities along the way. All…
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5 ways to draw an outline
An in-depth post on different ways to draw an outline with examples when different approaches work well or fall flat
https://alexanderameye.github.io/notes/rendering-outlines/
#outline #shader
An in-depth post on different ways to draw an outline with examples when different approaches work well or fall flat
https://alexanderameye.github.io/notes/rendering-outlines/
#outline #shader
ameye.dev
5 ways to draw an outline
Explaining multiple techniques for rendering outlines and highlights for real-time applications. This includes vertex object-space as well as screen-space methods. This can be used to render outlines in Unity or Unreal. Outlines can be used for gameplay reasons…
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Use an easier way to drag references between objects: right click - Properties or Alt+P instead of locking the inspector window and opening the additional one.
https://youtube.com/shorts/9Z78hOHk7JM
#editor #tip
https://youtube.com/shorts/9Z78hOHk7JM
#editor #tip
YouTube
Unity Quick Tip - My MOST Used Tip!
http://gamedevguild.com - Register - Join us LIVE @ GameDevGuildhttps://blog.unity.com/games/introducing-unity-2021-lts - Read the Full Posthttps://bit.ly/3s...
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My take on shaders: Stylized water shader – Harry Alisavakis
A very detailed denoscription of a stylized water shader with foam and ripples
https://halisavakis.com/my-take-on-shaders-stylized-water-shader/
#shader #water #ripples
A very detailed denoscription of a stylized water shader with foam and ripples
https://halisavakis.com/my-take-on-shaders-stylized-water-shader/
#shader #water #ripples
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Stylized VFX in Unity. Part 1: Step, Smoothstep, Dissolve
A detailed denoscription of the dissolve effect and how step, smoothstep, and remap functions work.
https://torchinsky.me/stylized-vfx-unity-01/
#shadergraph #shader #dissolve #particlesystem
A detailed denoscription of the dissolve effect and how step, smoothstep, and remap functions work.
https://torchinsky.me/stylized-vfx-unity-01/
#shadergraph #shader #dissolve #particlesystem
torchinsky.me
Stylized VFX in Unity. Part 1: Step, Smoothstep, Dissolve
In this article I am going to explain the basics of creation of the stylized visual effect for games.
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Stylized VFX in Unity. Part 2: Custom Vertex Streams and Custom Data
How to use Custom Vertex Streams and Custom Data in a shader for particle systems
https://torchinsky.me/stylized-vfx-unity-02/
#shadergraph #customvertexstream #customdata #particlesystem
How to use Custom Vertex Streams and Custom Data in a shader for particle systems
https://torchinsky.me/stylized-vfx-unity-02/
#shadergraph #customvertexstream #customdata #particlesystem
torchinsky.me
Stylized VFX in Unity. Part 2: Custom Vertex Streams and Custom Data
In the previous article we have created a shader for dissolve effect that works with GameObjects. Now let’s see how we can make it work with Particle Systems.
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Use style transitions to animate a menu with UI Toolkit
https://gamedev-resources.com/use-style-transitions-to-animate-a-menu/
#uitoolkit
https://gamedev-resources.com/use-style-transitions-to-animate-a-menu/
#uitoolkit
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Seamless - Free Node-Based Procedural Texture Builder
https://assetstore.unity.com/packages/2d/textures-materials/seamless-procedural-texture-builder-219833
#texture #assets #texturebuilder
https://assetstore.unity.com/packages/2d/textures-materials/seamless-procedural-texture-builder-219833
#texture #assets #texturebuilder
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Selection Groups - a package made by Unity that provides a more convenient workflow in the editor by allowing to group a number of GameObjects under a common name.
This way, we can do operations on these groups, instead of individual GameObjects.
https://github.com/Unity-Technologies/com.unity.selection-groups
#editortools #selectiongroups
This way, we can do operations on these groups, instead of individual GameObjects.
https://github.com/Unity-Technologies/com.unity.selection-groups
#editortools #selectiongroups
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The Worst Bug Ever—Randomly Losing Your Best Players
A great example of solving a critical issue in production with Unity InApp Purchasing. I admire the engineering approach to problem solving the author has shown.
Unit testing third party code to reproduce the issue leads to stunning results. Even Uncle Bob wrote about it a long time ago in his book "Clean Code". Of course it also shows how good infrastructure is important, possibility to get data like real receipts helped to run these tests. And I am pretty sure they store a lot of different stuff that would help to detect issues in various areas of the game, not only IAPs.
https://medium.com/pocket-gems/the-worst-bug-ever-randomly-losing-your-best-players-c4c5d25048c4
#iap #debug
A great example of solving a critical issue in production with Unity InApp Purchasing. I admire the engineering approach to problem solving the author has shown.
Unit testing third party code to reproduce the issue leads to stunning results. Even Uncle Bob wrote about it a long time ago in his book "Clean Code". Of course it also shows how good infrastructure is important, possibility to get data like real receipts helped to run these tests. And I am pretty sure they store a lot of different stuff that would help to detect issues in various areas of the game, not only IAPs.
https://medium.com/pocket-gems/the-worst-bug-ever-randomly-losing-your-best-players-c4c5d25048c4
#iap #debug
Medium
The Worst Bug Ever—Randomly Losing Your Best Players
By Ron Little
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Unity: Avoid Custom "ENABLE_X" Preprocessor Symbols
The problem begins when removing custom symbols which are prefixed with “ENABLE_”.
Unity will not remove custom symbols prefixed with “ENABLE_” from the .csproj files!
https://www.brutalhack.com/blog/unity-avoid-enable-preprocessor-symbols/
#tip #preprocessor
The problem begins when removing custom symbols which are prefixed with “ENABLE_”.
Unity will not remove custom symbols prefixed with “ENABLE_” from the .csproj files!
https://www.brutalhack.com/blog/unity-avoid-enable-preprocessor-symbols/
#tip #preprocessor
BrutalHack
Unity: Avoid Custom "ENABLE_X" Preprocessor Symbols - BrutalHack
Unity allows us to define custom noscripting define symbols. Here we explain why you should avoid naming them with the "ENABLE_" prefix.
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