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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.NET Debugging Tips

- CONDITIONAL BREAKPOINTS
- DATA BREAKPOINTS
- MOVING THE DEBUG POINTER
- BREAK ON HANDLED EXCEPTIONS
- THE IMMEDIATE WINDOW
- THE DEBUGGER DISPLAY ATTRIBUTE

https://timdeschryver.dev/blog/dotnet-debugging-tips

#debug
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UltimateXR is a free, open source framework and toolkit for Unity that includes powerful features such as cross-device compatibility, state-of-the-art grab and manipulation mechanics, inclusion through a library of gender- and race-agnostic hands, customizable full body avatar representation, advanced UI components, locomotion mechanics, and much more

The package is available there:
https://www.ultimatexr.io/

#xr #manipulation
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RectMask2DCulling: Custom RectMask2D, that allows disabling Culling / Softness for better performance

RectMask2DCulling uses the reflection to get private properties of parent RectMask2D class, and it adds performance overhead, so make sure to profile your case and compare this solution to a scroll list with object pooling (can be found in this channel #scrollrect or any other similar solution from GitHub).

https://github.com/mitay-walle/Unity3d-RectMask2DCulling

#optimization #uioptimization #ui #culling #rectmask2d
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Consolation

In-game debug console for Unity. It's difficult to retrieve logs and warnings from Unity outside the editor. To make it easier, this console displays output from Debug in the game itself. This is especially useful on mobile devices.

https://github.com/mminer/consolation

#console #debug
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MagicOnion: Unified Realtime/API framework for .NET platform and Unity.

MagicOnion is a modern RPC framework for .NET platform that provides bi-directional real-time communications such as SignalR and Socket.io and RPC mechanisms such as WCF and web-based APIs.
This framework is based on gRPC, which is a fast and compact binary network transport for HTTP/2.

https://github.com/Cysharp/MagicOnion

#rpc #networking
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C#: IEnumerable, yield return, and lazy evaluation

You should understand how IEnumerable works in order to avoid issues due to its lazy nature. It may be asked at interviews as well.

https://stackoverflow.blog/2022/06/15/c-ienumerable-yield-return-and-lazy-evaluation/

#linq #lazylinq #ienumerable #interview
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Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity

The goal of this post is not only to share the implementation but also to find out how naïve implementation could be to have a stable frame rate on a mobile device using the following ways to deform a mesh:
- Single-threaded
- Job system
- Compute shader with AsyncGPUReadback

All approaches were measured using the performance testing package, therefore it can be used as a sample of how to use it.

https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-1/

#meshdeformation #sandballs #computeshader #jobsystem #performancetesting
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