Everyday Unity – Telegram
Everyday Unity
1.11K subscribers
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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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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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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
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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
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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
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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
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Dependency Injection for Unity made by the developer of Zenject

UniDi is a Dependency Injection container for Unity and a continuation of Zenject/Extenject. The UniDi is a project that seeks to refactor Zenject in order to:
- Simplify maintenance
- Encourage contributions
- Split the work between multiple developers
- Maximize extensibility

https://github.com/UniDi/UniDi

#di #dicontainer
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