Understanding the Stack and Heap in C#
Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel
https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html
#stack #heap #referencetype #valuetype #interview
Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel
https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html
#stack #heap #referencetype #valuetype #interview
Endjin
Understanding the Stack and Heap in C# | endjin
The stack and heap are central components of memory management in C# programs. This post aims to introduce the topic, with a number of worked examples.
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Toon Glass Shader Breakdown
https://www.cyanilux.com/tutorials/toon-glass-shader-breakdown/
#shadergraph #toon #glass
https://www.cyanilux.com/tutorials/toon-glass-shader-breakdown/
#shadergraph #toon #glass
Cyanilux
Toon Glass Shader Breakdown
A shader which produces solid diagonal lines across a quad's surface that moves with the camera position to simulate toon-like glass reflections
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Making Sky's Stylized Grass with Compute Shader in Unity
A lot of grass shaders available on GitHub are geometry shader based therefore it doesn't work on Metal. This post shows how to make grass using a compute shader
https://www.junhaow.com/2021/03/06/050_Stylized-Sky-grass-in-Unity/
#grass #compute #shader
A lot of grass shaders available on GitHub are geometry shader based therefore it doesn't work on Metal. This post shows how to make grass using a compute shader
https://www.junhaow.com/2021/03/06/050_Stylized-Sky-grass-in-Unity/
#grass #compute #shader
forkercat.blog
Making Sky's Stylized Grass with Compute Shader in Unity
Sky: Children of the Light is one of my favorite games I am playing recently. During the pandemic, it is a great place where we are able to meet people (or even friends) from all over the world. Beyon
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Universal Shader Examples
Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline (Unlit, shadows, matcap, Screen Space UV, lit, etc).
Made by the lead of Universal Render Pipeline at Unity.
https://github.com/phi-lira/UniversalShaderExamples
#shader #urp
Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline (Unlit, shadows, matcap, Screen Space UV, lit, etc).
Made by the lead of Universal Render Pipeline at Unity.
https://github.com/phi-lira/UniversalShaderExamples
#shader #urp
GitHub
GitHub - phi-lira/UniversalShaderExamples: Sand box project containing example shaders and assets compatible with Unity Universal…
Sand box project containing example shaders and assets compatible with Unity Universal Render Pipeline. - GitHub - phi-lira/UniversalShaderExamples: Sand box project containing example shaders and...
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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
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
GitHub
GitHub - mminer/consolation: In-game debug console for Unity.
In-game debug console for Unity. Contribute to mminer/consolation development by creating an account on GitHub.
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Randomizable Character System in Red Dust
https://www.lorinatzberger.com/articles/randomizable-character-system-in-red-dust
#character #crowdsystem
https://www.lorinatzberger.com/articles/randomizable-character-system-in-red-dust
#character #crowdsystem
Lorinatzberger
Randomizable Character System in Red Dust
Having a wide range of characters is crucial to making Red Dust feel more alive and this was achieved by adding a randomizable character system, so in this article I will go over the implementation details using Unity and Blender. Character System| Red Dust…
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Making an Animation for a 3D Pixel Art Game
https://www.youtube.com/watch?v=1FrIBkuq0ZI
#animation #cascadeur
https://www.youtube.com/watch?v=1FrIBkuq0ZI
#animation #cascadeur
YouTube
Making an Animation for my 3D Pixel Art Game
One of the benefits to making my pixel art game in a 3D game engine is the ability to very quickly build and iterate on animation assets. Among other things, it allows the player model and weapon models to be swapped very easily.
Animating convincingly in…
Animating convincingly in…
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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
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
GitHub
GitHub - Cysharp/MagicOnion: Unified Realtime/API framework for .NET platform and Unity.
Unified Realtime/API framework for .NET platform and Unity. - Cysharp/MagicOnion
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Native share plugin on Kotlin for Unity3D project
How to create a simple plugin with Kotlin for your project.
https://areyana.medium.com/native-share-plugin-on-kotlin-for-unity3d-project-c2370e772255
#native #kotlin #plugin #android
How to create a simple plugin with Kotlin for your project.
https://areyana.medium.com/native-share-plugin-on-kotlin-for-unity3d-project-c2370e772255
#native #kotlin #plugin #android
Medium
Native share plugin on Kotlin for Unity3D project
A lot of Unity3D android project’s nowadays need native code plugins. We can write this plugins in Java or Kotlin code but today Kotlin…
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Top 5 Optimization Tips from Building a Mobile Game
- Use the Profiler
- Batch
- Limit SkinnedMeshRenderers
- Use the Jobs System Intelligently
- Reduce Complexity of Canvases
- Batch your Canvases
https://youtu.be/7ioIHn1tmIM
#tips #optimization
- Use the Profiler
- Batch
- Limit SkinnedMeshRenderers
- Use the Jobs System Intelligently
- Reduce Complexity of Canvases
- Batch your Canvases
https://youtu.be/7ioIHn1tmIM
#tips #optimization
YouTube
Top 5 Optimization Tips from Building a Mobile Game in Unity
Learn my top 5 optimization tips from building my latest mobile game! I boosted the fps in my game from barely playable in the Unity Editor to a solid 60fps 🚀 on most mobile devices!
These are not mobile-specific optimizations, and they don't all apply to…
These are not mobile-specific optimizations, and they don't all apply to…
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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
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
Stack Overflow Blog
C#: IEnumerable, yield return, and lazy evaluation
Don't hate, iterate.
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Procedural Diagonal Lines Pattern in Unity using Shader Graph
https://youtu.be/-t0fH4CH0V4
#shadergraph #pcg #proceduralpattern
https://youtu.be/-t0fH4CH0V4
#shadergraph #pcg #proceduralpattern
YouTube
Procedural Diagonal Lines Pattern in Unity using Shader Graph
Download this Shader is part of URP Material Pack Vol 4: https://bit.ly/lwrp-materials-4
A tutorial on creating a procedural diagonal lines pattern in Unity using Shader Graph.
Sorry for the bad audio quality :D
Checkout my assets for more Tuts!
----…
A tutorial on creating a procedural diagonal lines pattern in Unity using Shader Graph.
Sorry for the bad audio quality :D
Checkout my assets for more Tuts!
----…
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Understanding Covariance and Contravariance of Generic Types in C#
https://codinghelmet.com/articles/understanding-covariance-and-contravariance-of-generic-types-in-cs
#generics #covariance #contravariance
https://codinghelmet.com/articles/understanding-covariance-and-contravariance-of-generic-types-in-cs
#generics #covariance #contravariance
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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
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
gamedev.center
Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity
You will learn how to deform a mesh using different techniques in practice, including performance testing to find the fastest approach. As a sample we will look at mesh deformation in a Sand Balls game and reimplement its mechanics
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Test project for the water surface feature (Unity 2022.2)
https://github.com/keijiro/WaterSurfaceTest
#watersurface
https://github.com/keijiro/WaterSurfaceTest
#watersurface
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Searching any variable in any noscript in Unity
https://www.febucci.com/2022/06/search-variables-in-all-noscripts/
#serializedproperty #serializedobject
https://www.febucci.com/2022/06/search-variables-in-all-noscripts/
#serializedproperty #serializedobject
Febucci
Searching any variable in any noscript in Unity | Febucci
Hi, I'm Febucci and I'm an indie games developer. Since 2018 I also write game development articles, sharing my own notes and experiences with you.
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Use math to solve problems in Unity with C#
Covers the following:
1. In front or behind you?
2. How do you know if you have passed a waypoint?
3. Turn left or right to reach a waypoint?
4. The coordinate where a ray intersects with a plane
5. Are two line segments intersecting?
6. Are two triangles intersecting?
7. Are two rectangles intersecting?
8. Find the convex hull
9. Useful algorithms
10. Triangulation
11. Delaunay Triangulation
12. Cut polygons
13. Voronoi diagram
14. Constrained Delaunay Triangulation
https://www.habrador.com/tutorials/math/
#math
Covers the following:
1. In front or behind you?
2. How do you know if you have passed a waypoint?
3. Turn left or right to reach a waypoint?
4. The coordinate where a ray intersects with a plane
5. Are two line segments intersecting?
6. Are two triangles intersecting?
7. Are two rectangles intersecting?
8. Find the convex hull
9. Useful algorithms
10. Triangulation
11. Delaunay Triangulation
12. Cut polygons
13. Voronoi diagram
14. Constrained Delaunay Triangulation
https://www.habrador.com/tutorials/math/
#math
Habrador
Use math to solve problems in Unity with C# | Habrador
This is a tutorial on how to solve problems in Unity by using math such as Linear Algebra and C# code. You will learn how to find out if an enemy is infron or behind you, how to follow waypoints and learn when you have passed a waypoint, how to figure out…
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Generic UnityEngine.Objects
This package allows to create and use generic ScriptableObjects and MonoBehaviours in Unity3D. Although generic serializable classes are now supported by Unity 2020, generic ScriptableObject and MonoBehaviour are not yet, and this plugin allows to overcome this limitation.
https://github.com/SolidAlloy/GenericUnityObjects
#generics
This package allows to create and use generic ScriptableObjects and MonoBehaviours in Unity3D. Although generic serializable classes are now supported by Unity 2020, generic ScriptableObject and MonoBehaviour are not yet, and this plugin allows to overcome this limitation.
https://github.com/SolidAlloy/GenericUnityObjects
#generics
GitHub
GitHub - SolidAlloy/GenericUnityObjects: Generic UnityEngine.Objects
Generic UnityEngine.Objects. Contribute to SolidAlloy/GenericUnityObjects development by creating an account on GitHub.
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There is undocumented PlayerSettings.productGUID property which you can use to identify the specific project no matter project / product name, location and Unity version.
Helpful for the project-specific EditorPrefs (like DisplayDialog opt-out).
https://twitter.com/dmitriy_focus/status/1549299500853911553
#editortip
Helpful for the project-specific EditorPrefs (like DisplayDialog opt-out).
https://twitter.com/dmitriy_focus/status/1549299500853911553
#editortip
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Unity - Nano Tech work in progress demo is available now (link is in the denoscription)
https://youtu.be/TKs_NeyjQFE
#nanite #nanotech
https://youtu.be/TKs_NeyjQFE
#nanite #nanotech
YouTube
Unity - Nano Tech WIP Demo -
This is just a simple demo of the unfinished cluster rendering system "NanoTech" which should work similar to Nanite, once it's released.
This demo currently runs too slow and misses the streaming part, but is already performing better than the normal Unity…
This demo currently runs too slow and misses the streaming part, but is already performing better than the normal Unity…
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