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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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
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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
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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
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.
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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
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…
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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…
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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
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
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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
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.
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URP, GPU instancing & MPB (MaterialProperyBlock)
https://cmwdexint.com/2020/07/13/urp-and-gpu-instancing-mpb/
#mpb #instancing #urp #shader
https://cmwdexint.com/2020/07/13/urp-and-gpu-instancing-mpb/
#mpb #instancing #urp #shader
Ming Wai Chan
URP and GPU instancing & MPB
Tested with: 2020.1.0b16.4138 + URP 9.0.0-preview.38, Windows DX11 Objects with same material & same property values SRP batcher ONmaterial GPU instancing OFFSRP batchedSRP batcher ONmaterial G…
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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
- 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
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
YouTube
11 Things You (Probably) Didn't Know You Could Do In Unity
Sign up to Milanote for free with no time limit: https://milanote.com/gamedevguide0422
Let's take a look at some not-so commonly known things that you can do in Unity and C#. Hopefully there's something useful in here, leave your own tips in the comments…
Let's take a look at some not-so commonly known things that you can do in Unity and C#. Hopefully there's something useful in here, leave your own tips in the comments…
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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
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
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
GitHub
GitHub - SanderMertens/ecs-faq: Frequently asked questions about Entity Component Systems
Frequently asked questions about Entity Component Systems - SanderMertens/ecs-faq
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What's new in C# 11 - C# Guide
Someday it will be available in Unity, so worth checking out
https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-11
#csharp
Someday it will be available in Unity, so worth checking out
https://docs.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-11
#csharp
Docs
What's new in C# 11
Get an overview of the new features added in C# 11.
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A Collection such as List, HashSet, Dictionary etc can be pooled and reused by using a CollectionPool.
In case you missed that Unity has added a built-in collection pool. Usage looks similar to ArrayPool<T> class in .NET.
https://docs.unity3d.com/2022.2/Documentation/ScriptReference/Pool.CollectionPool_2.html
#arraypool #collectionpool #optimization #memory
In case you missed that Unity has added a built-in collection pool. Usage looks similar to ArrayPool<T> class in .NET.
https://docs.unity3d.com/2022.2/Documentation/ScriptReference/Pool.CollectionPool_2.html
#arraypool #collectionpool #optimization #memory
Unity3D
Unity - Scripting API: CollectionPool<T0,T1>
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4 new Unity Features YOU'RE MISSING!
https://youtu.be/mCkjwJGtRI0
- Linear Object Positioning
- Random Object Positioning
- Properties Window - No More Locked Inspector
- Serialized Backing Field
#tips #editortips
https://youtu.be/mCkjwJGtRI0
- Linear Object Positioning
- Random Object Positioning
- Properties Window - No More Locked Inspector
- Serialized Backing Field
#tips #editortips
YouTube
4 new Unity Features YOU'RE MISSING!
https://guildconferences.com/gdg/ - Join us LIVE @ GameDevGuild
https://bit.ly/3sKGagG - Game Architecture Course
http://unity3d.group - Join the Group (facebook)
https://bit.ly/3INem13 - The Asset Refresh 50% off SALE!
https://prf.hn/l/AV0JLJn - Get Unity…
https://bit.ly/3sKGagG - Game Architecture Course
http://unity3d.group - Join the Group (facebook)
https://bit.ly/3INem13 - The Asset Refresh 50% off SALE!
https://prf.hn/l/AV0JLJn - Get Unity…
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