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
👍3
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
👍2
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
👍3
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.
👍3
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…
👍4
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.
👍3
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…
👍2
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
👍2
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
👍3
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…
👍1
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
👍3
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
👍3
While selecting multiple objects you can write L(startPos, endPos) in any position field to set those objects with equal distances.
No need to write a custom editor noscript to lerp positions of selected objects.
https://twitter.com/M4nusPotax/status/1521472254177349633
#editortip #tip
No need to write a custom editor noscript to lerp positions of selected objects.
https://twitter.com/M4nusPotax/status/1521472254177349633
#editortip #tip
Twitter
M4nus
While selecting multiple objects you can write L(startPos, endPos) in any position field to set those objects with equal distances. Learnt lately and it already proved really useful! #gamedev #indiedev #unitytips
👍2
animation.gif
28.8 MB
Making an After-Image Mesh effect(Updated for URP)
https://www.patreon.com/posts/making-after-for-58726256
#vfx #trail #meshtrail
https://www.patreon.com/posts/making-after-for-58726256
#vfx #trail #meshtrail
👍2
Framework Design Guidelines | Microsoft Docs
Even though the noscript mentions framework design this article consists of many sub pages that give advice on how to structure your code and use C# features. So it can be applicable not only to writing a framework, but any code, even a game in Unity
https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/
#architecture #systemdesign
Even though the noscript mentions framework design this article consists of many sub pages that give advice on how to structure your code and use C# features. So it can be applicable not only to writing a framework, but any code, even a game in Unity
https://docs.microsoft.com/en-us/dotnet/standard/design-guidelines/
#architecture #systemdesign
Docs
Framework Design Guidelines
See framework design guidelines for designing libraries that extend and interact with .NET, to ensure API consistency and ease of use.
👍3
Heap, Stack and Garbage Collector — A practical guide to .NET memory management system
A good refresher before an interview. GC is different in Unity, but I have faced myself questions about .NET GC during interviews to Unity dev positions, so can be helpful too
https://andresantarosa.medium.com/heap-stack-e-garbage-collector-a-practical-guide-to-net-memory-management-system-7e60bbadf199
#memory #gc #heap #stack #interview
A good refresher before an interview. GC is different in Unity, but I have faced myself questions about .NET GC during interviews to Unity dev positions, so can be helpful too
https://andresantarosa.medium.com/heap-stack-e-garbage-collector-a-practical-guide-to-net-memory-management-system-7e60bbadf199
#memory #gc #heap #stack #interview
Medium
Heap, Stack and Garbage Collector — A practical guide to .NET memory management system.
There was a time when memory was a slow, rare and expensive resource, so it was necessary to write code as performant as it could get…
👍5
Dictionary implementation in C#
Another post to read before an interview as it is a very common question. Additionally to this post it is helpful to check what is a hash function and what properties it has.
https://dotnetos.org/blog/2022-03-28-dictionary-implementation/
#dictionary #collections #interview
Another post to read before an interview as it is a very common question. Additionally to this post it is helpful to check what is a hash function and what properties it has.
https://dotnetos.org/blog/2022-03-28-dictionary-implementation/
#dictionary #collections #interview
dotnetos.org
Dictionary implementation in C# - Dotnetos - courses & conferences about .NET
Did you know that a Dictionary was introduced in .Net Framework 2.0 - that is almost 20 years ago! This collection is mainly used to store key-value pairs. In this post you will learn how the hash algorithm is used in the Dictionary implementation and you…
👍2
A SharedArray is a segment of memory that is represented both as a normal C# array T[], and a Unity NativeArray<T>.
It's designed to reduce the overhead of communicating between C# job data in NativeArray and APIs that use a normal array of structs, such as Graphics.DrawMeshInstanced(), by eliminating the need to copy data.
https://github.com/stella3d/SharedArray
#sharedarray #nativearray
It's designed to reduce the overhead of communicating between C# job data in NativeArray and APIs that use a normal array of structs, such as Graphics.DrawMeshInstanced(), by eliminating the need to copy data.
https://github.com/stella3d/SharedArray
#sharedarray #nativearray
GitHub
GitHub - stella3d/SharedArray: Zero-copy sharing between managed and native arrays in Unity
Zero-copy sharing between managed and native arrays in Unity - stella3d/SharedArray
👍4
Homebrew Foot IK
A free foot inverse kinematics. The author suggests to use it for educational purposes, as code was written carefully with focus on code quality & documentation, in order to be studied and then modified by you.
https://assetstore.unity.com/packages/tools/animation/homebrew-foot-ik-220358
#animation #character #ik #inversekinematics #foot
A free foot inverse kinematics. The author suggests to use it for educational purposes, as code was written carefully with focus on code quality & documentation, in order to be studied and then modified by you.
https://assetstore.unity.com/packages/tools/animation/homebrew-foot-ik-220358
#animation #character #ik #inversekinematics #foot
Unity Asset Store
Homebrew Foot IK | Animation Tools | Unity Asset Store
Use the Homebrew Foot IK tool from Fischl Works on your next project. Find this & more animation tools on the Unity Asset Store.
👍4