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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How to draw a circle and other polygons with MeshRenderer in Unity
https://youtu.be/YG-gIX_OvSE
#procedural #pcg #mesh
https://youtu.be/YG-gIX_OvSE
#procedural #pcg #mesh
YouTube
Mesh Generation Basics in Unity (How to draw a circle and other polygons with mesh renderer)
In this video I go over mesh rendering basics and show how to procedurally generate meshes of regular polygons, both filled and hollow. if you increase the sides enough, it will generate a circle of increasing resolution. While it draws 2d geometry, I believe…
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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
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
GitHub
GitHub - UniDi/UniDi: Dependency Injection for Unity
Dependency Injection for Unity. Contribute to UniDi/UniDi development by creating an account on GitHub.
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Object Pool Pattern in Unity
How to use the Unity built-in object pool.
https://blog.devgenius.io/object-pool-pattern-in-unity-f285adea5d5a
#objectpool #optimization #pattern
How to use the Unity built-in object pool.
https://blog.devgenius.io/object-pool-pattern-in-unity-f285adea5d5a
#objectpool #optimization #pattern
Medium
Object Pool Pattern in Unity
Uses a set of initialized objects kept ready to use rather than allocating and destroying them on demand. This helps in performance by…
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Wanna learn how to rig objects in Blender? Got you covered
https://twitter.com/quaternius/status/1518725696847290368
#rig
https://twitter.com/quaternius/status/1518725696847290368
#rig
Twitter
Wanna learn how to rig objects in Blender?
Got you covered 😎
#gamedev #b3d #tutorial
Got you covered 😎
#gamedev #b3d #tutorial
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GitHub - alelievr/Mixture: Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime
https://github.com/alelievr/Mixture
#texture #assets #texturebuilder
https://github.com/alelievr/Mixture
#texture #assets #texturebuilder
GitHub
GitHub - alelievr/Mixture: Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime
Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime - alelievr/Mixture
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Talking to your unmanaged code efficiently from Unity using P/Invoke
Cleaner code when working with native libs
https://medium.com/baracoda-engineering/talking-to-your-unmanaged-code-efficiently-from-unity-using-p-invoke-software-design-edition-6858147bde09
#native #pinvoke #dll
Cleaner code when working with native libs
https://medium.com/baracoda-engineering/talking-to-your-unmanaged-code-efficiently-from-unity-using-p-invoke-software-design-edition-6858147bde09
#native #pinvoke #dll
Medium
Talking to your unmanaged code efficiently from Unity using P/Invoke — software design edition
In the previous article about P/INVOKE, we learned how to call unmanaged methods from inside Unity, and how to pass arguments and return…
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Async FSM using UniTask
https://www.jussituomi.com/posts/async-fsm-unitask/
#unitask #state #pattern #fsm
https://www.jussituomi.com/posts/async-fsm-unitask/
#unitask #state #pattern #fsm
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Free Potion Bottle Models
The post also has references to shaders used: Stylized Glass and Fake Liquid.
https://www.patreon.com/posts/free-potion-52073394
#liquid #shader #assets #bottle
The post also has references to shaders used: Stylized Glass and Fake Liquid.
https://www.patreon.com/posts/free-potion-52073394
#liquid #shader #assets #bottle
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