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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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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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
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At Unity Labs we perform a great deal of experiments. These frequently produce 'gems' or small algorithms that are useful to the community by themselves. This is a repository of those gems.

Contains:
- Stabilizr : Object Stabilization for XR
- GizmoModule: Gizmos for EditorXR/Runtime
- PhysicsTracker: Bridging the gap between game code and physics simulation
- RunInEditHelper: Manage what is running in edit mode
- ModificationResponse
- MissingReferences: Track down references to missing assets or methods
and many more.

https://github.com/Unity-Technologies/SuperScience

#gems #editortool #superscience
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What options do I have for Automation and Unit Testing In Unity?

A registry listing all of the prominent options for automating UI testing in Unity. Provides a high level comparison of what each package offers. People may not realize that there are now many choices to automate UI testing in Unity, along with additional alternative options for unit testing
Inside my company we have very similar in-house solutions. It takes time and expertise to create such infrastructure from scratch, so packages provided in the list may help to save some time if used correctly.

https://forum.unity.com/threads/what-options-do-i-have-for-automation-and-unit-testing-in-unity.682720/

#automation #testing #performancetesting
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