Everyday Unity – Telegram
Everyday Unity
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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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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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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
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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
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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
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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
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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
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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
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Smart Inspector: Fluent re-take on Unity Inspector UX. Packed with QoL improvements.

- Tabbed Inspector – Peek multiple components without scrolling or expanding. Supports Gizmos!
- Rich Customization
Fluent Injection API
- Tooltips
- Compact UnityEvents
- Improved Dragging

https://github.com/neon-age/Smart-Inspector

#editortool #inspector
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11 Things You (Probably) Didn't Know You Could Do In Unity

01 - Start As A Coroutine
02 - Find And Customize Shortcuts
03 - Temporary Backup Files
04 - Locking and Duplicating The Inspector
05 - Reveal Serialized Property Names
06 - Swap Inherited Components in Debug Mode
07 - Polymorphic Lists
08 - Get Icons from Unity Objects
09 - Embedded Scriptable Object Editing
10 - Modal Editor Windows
11 - The [MovedFrom] Attribute

https://www.youtube.com/watch?v=mCKeSNdO_S0

#tips #editortips
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ultimate-guide-to-profiling-unity-games.pdf
4.3 MB
Ultimate guide to profiling Unity games.

Finally we got a resource where the whole profiling process is described in details. Before you mostly should've relied on your own experience and various posts describing parts of the flow.
Even though it's already a pretty detailed guide, it contains a lot of references where you can read in more details about most of the topics it touches, which is great.

#performance #optimization #guide #profiling
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Frequently asked questions about Entity Component Systems

This FAQ is for anyone interested in ECS & modern, high performance game development. The goal is for answers to be short & correct, but not necessarily complete. The Resources section contains more in-depth articles.

https://github.com/SanderMertens/ecs-faq

#ecs #ecsfaq
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