DOTS Snippets: Populating native collections in parallel
How to use ParallelWriter to fill native collections via jobs
https://coffeebraingames.wordpress.com/2022/05/29/dots-snippets-populating-native-collections-in-parallel/
#nativecollections #parallel #dots
How to use ParallelWriter to fill native collections via jobs
https://coffeebraingames.wordpress.com/2022/05/29/dots-snippets-populating-native-collections-in-parallel/
#nativecollections #parallel #dots
COFFEE BRAIN GAMES
DOTS Snippets: Populating native collections in parallel
Here we go again writing DOTS code without the aid of Entities.ForEach(). This time, let’s tackle something simple but common: populating native collections like NativeArray, NativeList, or N…
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Demystifying C#'s Parameter Modifiers and Value and Reference Types
A quick and rough simplification
Another article in the series of interview preparation. This type of question is asked almost always as far as I see. And of course it doesn't hurt to know how arguments are passed and what parameters modifiers exactly do in your day-to-day work
https://paulsebastian.codes/c-sharp-pass-by-value-vs-ref-vs-in-vs-out
#ref #valuetype #referencetype #interview
A quick and rough simplification
Another article in the series of interview preparation. This type of question is asked almost always as far as I see. And of course it doesn't hurt to know how arguments are passed and what parameters modifiers exactly do in your day-to-day work
https://paulsebastian.codes/c-sharp-pass-by-value-vs-ref-vs-in-vs-out
#ref #valuetype #referencetype #interview
Paul-Sebastian Codes
Demystifying C#'s Parameter Modifiers and Value and Reference Types
A quick and rough simplification
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Runtime Monitoring is an easy way for you to monitor the value or state of custom C# members during runtime. Just add the 'Monitor' attribute to a field, property, event, method or even class and get its value or state displayed automatically in a customizable and extendable debug UI
https://github.com/JohnBaracuda/Runtime-Monitoring
#debug #monitoring
https://github.com/JohnBaracuda/Runtime-Monitoring
#debug #monitoring
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VContainer: Pre IL Code Generation
Just in case you didn't know that VContainer has a code generation that helps to avoid reflection during runtime and makes dependencies resolution faster. Another strong point to try it in your next project or even compare the performance to your current DI container and replace it if needed.
https://vcontainer.hadashikick.jp/optimization/codegen
Repo: https://github.com/hadashiA/VContainer
#vcontainer #di #dicontainer #dependencyinjection
Just in case you didn't know that VContainer has a code generation that helps to avoid reflection during runtime and makes dependencies resolution faster. Another strong point to try it in your next project or even compare the performance to your current DI container and replace it if needed.
https://vcontainer.hadashikick.jp/optimization/codegen
Repo: https://github.com/hadashiA/VContainer
#vcontainer #di #dicontainer #dependencyinjection
vcontainer.hadashikick.jp
Pre IL Code Generation (Deprecated) | VContainer
Deprecated. Use Source Generator instead.
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How do Video Games Stay in Sync? An Intro to the Fascinating Networking of Real Time Games.
https://medium.com/geekculture/how-do-video-games-stay-in-sync-an-intro-to-the-fascinating-networking-of-real-time-games-e923e66e8a0f
#networking #netcode
https://medium.com/geekculture/how-do-video-games-stay-in-sync-an-intro-to-the-fascinating-networking-of-real-time-games-e923e66e8a0f
#networking #netcode
Medium
How do Video Games Stay in Sync? An Intro to the Fascinating Networking of Real Time Games.
How do real-time games keep multiple clients in sync even when people drop 200ms+ latencies?
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Deep dive into Android ANR
Not a Unity post, but gives some insights on ANRs and ways to detect it using a native plugin (most likely someone already implemented it with a wrapper for Unity and shared it as an open source)
https://medium.com/okcredit/how-we-reduced-our-anr-by-three-times-d9ae0b41ad94
#anr #android
Not a Unity post, but gives some insights on ANRs and ways to detect it using a native plugin (most likely someone already implemented it with a wrapper for Unity and shared it as an open source)
https://medium.com/okcredit/how-we-reduced-our-anr-by-three-times-d9ae0b41ad94
#anr #android
Medium
How we reduced our ANR by three times
App not responding is one of the most frustrating experiences for users. The user is stuck with an app that is hung and must terminate it…
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Benchmark Your .NET Code With Benchmark.NET
It is basically a standard nowadays how to measure performance. We have a Performance Testing package made by Unity Technologies, but it is not as advanced as Benchmark.NET (and not that useful in many cases, especially given that my tests have shown that it produces a performance test report from a device in Unity 2019 only and doesn't let check the device performance in newer Unity versions due to no report being created). So prefer Benchmark.NET for code that can be benchmarked in isolation.
https://programmingfire.com/benchmark-your-dotnet-code-with-benchmark-dotnet
#benchmark #profiling
It is basically a standard nowadays how to measure performance. We have a Performance Testing package made by Unity Technologies, but it is not as advanced as Benchmark.NET (and not that useful in many cases, especially given that my tests have shown that it produces a performance test report from a device in Unity 2019 only and doesn't let check the device performance in newer Unity versions due to no report being created). So prefer Benchmark.NET for code that can be benchmarked in isolation.
https://programmingfire.com/benchmark-your-dotnet-code-with-benchmark-dotnet
#benchmark #profiling
ProgrammingFire 🚀 Blog
Benchmark Your .NET Code With Benchmark.NET
Benchmark.NET helps you to transform methods into benchmarks, track their performance, and share reproducible measurement experiments.
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AR VFX samples with Bibcam (burnt-in barcode metadata camera)
BibcamVfx is a sample project using Bibcam to create AR visual effects.
Video is captured using iPhone
https://github.com/keijiro/BibcamVfx
#vfx #camera
BibcamVfx is a sample project using Bibcam to create AR visual effects.
Video is captured using iPhone
https://github.com/keijiro/BibcamVfx
#vfx #camera
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Performance best practices in C#. Non-exhaustive list of code patterns
https://minidump.net/performance-best-practices-in-c-b85a47bdd93a
#async #performance #tips
https://minidump.net/performance-best-practices-in-c-b85a47bdd93a
#async #performance #tips
minidump.net
Performance best practices in C#
Non-exhaustive list of code patterns to avoid in C#, either because they are risky or perform poorly.
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NEXT-GEN RENDERING coming to Unity - Nano Tech
Looks like a custom "Nanite for Unity" is going to be released pretty soon. I remember seeing early videos of this project the last year, and happy to see it being close to a release.
https://www.indiegogo.com/projects/the-unity-improver-nano-tech/coming_soon
#nanite #compute #nanotech
Looks like a custom "Nanite for Unity" is going to be released pretty soon. I remember seeing early videos of this project the last year, and happy to see it being close to a release.
https://www.indiegogo.com/projects/the-unity-improver-nano-tech/coming_soon
#nanite #compute #nanotech
Indiegogo
The Unity Improver - Nano Tech -
A fast rendering system for highly detailed meshes, made for Unity. Supports HDRP / URP / Built-in!
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SmartTexture Asset for Unity: Unity tool to pack texture assets via any custom material/shader.
https://github.com/neon-age/SmartTexture
#texture #channelpacking
https://github.com/neon-age/SmartTexture
#texture #channelpacking
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InvertColorShader: A simple invert color shader for Unity UI
https://github.com/wolderado/InvertColorShader
#invert #shader
https://github.com/wolderado/InvertColorShader
#invert #shader
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The definitive guide to lighting in the High Definition Render Pipeline (HDRP) is now updated with tips for taking on the latest capabilities in Unity 2021 LTS. Learn how to create high-end lighting with production-ready HDRP features – from Light Anchors to Lens Flares, and beyond
#hdrp #lighting #book
#hdrp #lighting #book
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Using culling layer masks for Virtual Cameras in Unity 2021
https://gamedevdustin.medium.com/using-culling-masks-for-virtual-cameras-in-unity-2021-6d78a0cc4ee6
#culling #virtualcamera
https://gamedevdustin.medium.com/using-culling-masks-for-virtual-cameras-in-unity-2021-6d78a0cc4ee6
#culling #virtualcamera
Medium
Using culling layer masks for Virtual Cameras in Unity 2021
In the scene shown above, we can see the result of switching from one Cinemachine virtual camera to another.
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Recent Selections
An editor window which shows recent selections both in assets and scene hierarchy and allows to quickly re-select them
https://github.com/sinedsem/unity-helpers
#editortools #selection
An editor window which shows recent selections both in assets and scene hierarchy and allows to quickly re-select them
https://github.com/sinedsem/unity-helpers
#editortools #selection
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Post-Processing-Scan
A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). Supports URP now
https://github.com/MirzaBeig/Post-Processing-Scan
#scan #sonar #vfx #shader #postprocess
A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). Supports URP now
https://github.com/MirzaBeig/Post-Processing-Scan
#scan #sonar #vfx #shader #postprocess
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