Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage
https://www.gamedeveloper.com/blogs/generating-optimized-2d-art-in-unity-procedural-generation-for-stylized-and-optimized-2d-foliage
#pcg #foliage #generation
https://www.gamedeveloper.com/blogs/generating-optimized-2d-art-in-unity-procedural-generation-for-stylized-and-optimized-2d-foliage
#pcg #foliage #generation
Game Developer
Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage
A quick look at 2d procedural foliage generation in Unity, with a focus on achieving better aesthetics and performance optimization. A great starting point for PCG beginners.
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Not really a tutorial but a brief explanation of how a mimic effect is achieved
https://www.reddit.com/r/Unity3D/comments/varqlv/not_really_a_tutorial_but_a_brief_explanation_of/
#proceduralanimation #mimic
https://www.reddit.com/r/Unity3D/comments/varqlv/not_really_a_tutorial_but_a_brief_explanation_of/
#proceduralanimation #mimic
Reddit
From the Unity3D community on Reddit: Not really a tutorial but a brief explanation of how i achieved the mimic effect :D
Explore this post and more from the Unity3D community
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Unity Tips: Properties and the Inspector
https://dev.to/jayjeckel/unity-tips-properties-and-the-inspector-1goo
#serialization #inspector #editortips
https://dev.to/jayjeckel/unity-tips-properties-and-the-inspector-1goo
#serialization #inspector #editortips
DEV Community
Unity Tips: Properties and the Inspector
Unity is a powerful game engine, but many of its quirks make it difficult to write clean code. In...
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Watchers is a collection of handy windows and extensions that will speed up your workflow and make your life easier.
https://www.gbrosgames.com/posts/Watchers/
#editortool #watchers
https://www.gbrosgames.com/posts/Watchers/
#editortool #watchers
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Detecting performance bottlenecks with Unity Frame Timing Manager | Unity Blog
https://blog.unity.com/technology/detecting-performance-bottlenecks-with-unity-frame-timing-manager
#profiler #frametiming
https://blog.unity.com/technology/detecting-performance-bottlenecks-with-unity-frame-timing-manager
#profiler #frametiming
Unity
Detecting performance bottlenecks with Unity Frame Timing Manager
Creating a standout experience that runs smoothly on a variety of devices and platforms can be extremely challenging. That’s why we continue to refine our tools for optimization across the board, such as our improved Frame Timing Manager. Read on to discover…
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Instancing and Material Property Blocks
https://www.ronja-tutorials.com/post/048-material-property-blocks/
#instancing #shader #mpb #materialpropertyblock
https://www.ronja-tutorials.com/post/048-material-property-blocks/
#instancing #shader #mpb #materialpropertyblock
Ronja-Tutorials
Instancing and Material Property Blocks
Current State I’m going to go off a basic unlit shader in this tutorial. In all tutorials since that one we always set the properties at a “per material” basis. This allows us to do everything we ever need to do in theory, but depending on the circumstances…
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Arm Guide for Unity Developers - Optimization opportunities in Unity
A list of tips, most are pretty basic and well-known, but still you may find something new there
https://developer.arm.com/documentation/102314/0100/Overview
#optimization #tips
A list of tips, most are pretty basic and well-known, but still you may find something new there
https://developer.arm.com/documentation/102314/0100/Overview
#optimization #tips
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Adding Post Processing Profiles in Unity
Post Processing in Unity can completely change the look of your game. An author shows just one small difference they made in a scene using a few and then go over what's available and what they do.
https://medium.com/@arkantose.dc/adding-post-processing-profiles-in-unity-c1561316b913
#vfx #postprocessing
Post Processing in Unity can completely change the look of your game. An author shows just one small difference they made in a scene using a few and then go over what's available and what they do.
https://medium.com/@arkantose.dc/adding-post-processing-profiles-in-unity-c1561316b913
#vfx #postprocessing
Medium
Adding Post Processing Profiles in Unity
Post Processing in Unity can completely change the look of your game. Below I am going to show just one small difference they made in a…
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Selectively deep profile single methods in Unity's Profiler
Runtime deep profile individual methods
With selective profiler you can choose individual methods to profile from Unity Profiler. Just select a method in the Profiler window and choose Profile to automatically get more precise information.
https://github.com/needle-tools/selective-profiling
#profiling #deepprofiling
Runtime deep profile individual methods
With selective profiler you can choose individual methods to profile from Unity Profiler. Just select a method in the Profiler window and choose Profile to automatically get more precise information.
https://github.com/needle-tools/selective-profiling
#profiling #deepprofiling
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JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
An example of Scriptable Render Pipeline usage
https://github.com/JasonMa0012/JasonMaToonRenderPipeline
#srp #hdrp #toonrenderpipeline #toon
An example of Scriptable Render Pipeline usage
https://github.com/JasonMa0012/JasonMaToonRenderPipeline
#srp #hdrp #toonrenderpipeline #toon
GitHub
GitHub - JasonMa0012/JasonMaToonRenderPipeline: JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
JTRP : Unity HDRP ToonShading Render Pipeline (Preview) - GitHub - JasonMa0012/JasonMaToonRenderPipeline: JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
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Exponentially Better Rotations – Max Slater – Computer Graphics, Programming, and Math
https://thenumbat.github.io/Exponential-Rotations/
#rotation #math #quaternion
https://thenumbat.github.io/Exponential-Rotations/
#rotation #math #quaternion
thenumb.at
Exponentially Better Rotations
If you’ve done any 3D programming, you’ve likely encountered the zoo of techniques and representations used when working with 3D rotations. Some of them are better than others, depending on the situation.
Based on CMU 15-462 course materials by Keenan Crane.…
Based on CMU 15-462 course materials by Keenan Crane.…
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Wave function collapse
One of the simplest examples of how WFC works
https://youtu.be/2SuvO4Gi7uY
#wfc #wavefunctioncollapse #pcg #generation
One of the simplest examples of how WFC works
https://youtu.be/2SuvO4Gi7uY
#wfc #wavefunctioncollapse #pcg #generation
YouTube
Superpositions, Sudoku, the Wave Function Collapse algorithm.
In this video I explore the wave function collapse algorithm, and explain how I went about implementing it using Blender and Godot.
WFC demos on itch:
https://bolddunkley.itch.io/wfc-mixed
https://bolddunkley.itch.io/wave-function-collapse
References:
…
WFC demos on itch:
https://bolddunkley.itch.io/wfc-mixed
https://bolddunkley.itch.io/wave-function-collapse
References:
…
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Post-Processing: Unity post processing pipeline and shaders
https://github.com/GarrettGunnell/Post-Processing
#shader #postprocessing
https://github.com/GarrettGunnell/Post-Processing
#shader #postprocessing
GitHub
GitHub - GarrettGunnell/Post-Processing: My Unity post processing pipeline and shaders
My Unity post processing pipeline and shaders. Contribute to GarrettGunnell/Post-Processing development by creating an account on GitHub.
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2d Visibility
In a 2D top-down map it is sometimes useful to calculate which areas are visible from a given point. For example you might want to hide what’s not visible from the player’s location, or you might want to know what areas would be lit by a torch.
https://www.redblobgames.com/articles/visibility/
#2dvisibility #vision #2dlighting
In a 2D top-down map it is sometimes useful to calculate which areas are visible from a given point. For example you might want to hide what’s not visible from the player’s location, or you might want to know what areas would be lit by a torch.
https://www.redblobgames.com/articles/visibility/
#2dvisibility #vision #2dlighting
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Command design pattern for flexible controls schemes
A command pattern + new input system
https://pavcreations.com/command-design-pattern-for-flexible-controls-schemes/
#inputsystem #command #pattern
A command pattern + new input system
https://pavcreations.com/command-design-pattern-for-flexible-controls-schemes/
#inputsystem #command #pattern
Pav Creations
Command design pattern for flexible controls schemes - Pav Creations
In this article we'll look into the implementation of the Command design pattern in a configurable game with the support of new Input System.
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NativeGrid: Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities and QOL improvements.
https://github.com/andrew-raphael-lukasik/NativeGrid
#nativegrid #dots
https://github.com/andrew-raphael-lukasik/NativeGrid
#nativegrid #dots
GitHub
GitHub - andrew-raphael-lukasik/NativeGrid: Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities…
Container class that helps work with NativeArray<T> as a 2D data. Adds few utilities and QOL improvements. - GitHub - andrew-raphael-lukasik/NativeGrid: Container class that helps wor...
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FrameRateBooster: Optimizer for Unity's Mono assemblies
Replaces Unity properties' unoptimized calls
https://github.com/ehakram/FrameRateBooster
Details: https://forum.unity.com/threads/vector3-and-other-structs-optimization-of-operators.477338/
#optimization #framerate #booster
Replaces Unity properties' unoptimized calls
https://github.com/ehakram/FrameRateBooster
Details: https://forum.unity.com/threads/vector3-and-other-structs-optimization-of-operators.477338/
#optimization #framerate #booster
GitHub
GitHub - ehakram/FrameRateBooster: Optimizer for Unity's Mono assemblies
Optimizer for Unity's Mono assemblies. Contribute to ehakram/FrameRateBooster development by creating an account on GitHub.
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Scripts to fix the Polygon Collider 2D problems
The Box2D Physics Engine doesn't support concave shapes. Instead, It generates multiple convex shape. In this way our objects may get stuck between these convex shapes.
https://www.reddit.com/r/Unity2D/comments/vlvr1t/i_wrote_some_noscripts_to_fix_the_polygon_collider/
Asset store (free): https://assetstore.unity.com/packages/tools/physics/polygon-collider-2d-solver-224620
#physics #physics2d #meshcollider
The Box2D Physics Engine doesn't support concave shapes. Instead, It generates multiple convex shape. In this way our objects may get stuck between these convex shapes.
https://www.reddit.com/r/Unity2D/comments/vlvr1t/i_wrote_some_noscripts_to_fix_the_polygon_collider/
Asset store (free): https://assetstore.unity.com/packages/tools/physics/polygon-collider-2d-solver-224620
#physics #physics2d #meshcollider
reddit
I wrote some noscripts to fix the Polygon Collider 2D problems!
Posted in r/Unity2D by u/Script_Boy • 245 points and 12 comments
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How We Used dotMemory to Optimize dotMemory
Not exactly Unity related case, but I love posts like this one where an author shows an engineering approach to problem solving. A good example of how to profile and validate that changes improve performance
https://blog.jetbrains.com/dotnet/2022/05/23/how-we-used-dotmemory-to-optimize-dotmemory/
#profiling #dotmemory #dotpeek
Not exactly Unity related case, but I love posts like this one where an author shows an engineering approach to problem solving. A good example of how to profile and validate that changes improve performance
https://blog.jetbrains.com/dotnet/2022/05/23/how-we-used-dotmemory-to-optimize-dotmemory/
#profiling #dotmemory #dotpeek
The JetBrains Blog
How We Used dotMemory to Optimize dotMemory | The .NET Tools Blog
dotMemory is a .NET memory profiler by JetBrains. My name is Ilya and I help develop the tool. I'd like to tell you a classical dogfooding story of how we optimized one of dotMemory's algorithms by
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In The Games Of Madness: 9 Years, 9 Lessons on Horror
Lessons by horror genre veterans
https://frictionalgames.blogspot.com/2019/10/9-years-9-lessons-on-horror.html
#horror #narrative
Lessons by horror genre veterans
https://frictionalgames.blogspot.com/2019/10/9-years-9-lessons-on-horror.html
#horror #narrative
Blogspot
9 Years, 9 Lessons on Horror
By Thomas Grip Edited by Kira It has now been over 9 years since we released Amnesia: The Dark Descent. That is a bloody long time, and f...
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