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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Do I need to dispose of Tasks? - .NET Parallel Programming

Short answer: No.
The only time you may want to dispose a Task is when you are explicitly using IAsyncResult.AsyncWaitHandle which causes an allocation of a disposable resource. But even in that case you may not bother disposing it.

https://devblogs.microsoft.com/pfxteam/do-i-need-to-dispose-of-tasks/

#tpl #async
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Retro3DPipeline: A minimal example of a custom render pipeline with the Retro3D shader.

https://github.com/keijiro/Retro3DPipeline

#srp #renderpipeline
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Simplex Derivatives

How to calculate derivatives of simplex noise and use them to generate normal and tangent vectors for procedurally generated meshes. Allows offloading the work from the main thread, since built-in RecalculateNormals() method runs only on the main thread.

https://catlikecoding.com/unity/tutorials/pseudorandom-surfaces/simplex-derivatives/

#normals #jobsystem #tangents #pcg
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Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline

Unity's default Temporal Anti-Aliasing(TAA) has some problems in URP. Natively, URP does not support TAA while Unity PostProcess V2 does support. However, PostProcess V2's support fails for TAA because it cannot jitter the camera in the ScriptableRenderPipeline

https://github.com/sienaiwun/TAA_Unity_URP

#taa #antialiasing #urp #renderfeature
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Simplified Clean Architecture Design Pattern for Unity

An example of a clean architecture inspired by the book of Bob Martin of the same name. It has some contradictions to the original, so you can start with it and then check the book or its short review to decide what goes better for your project.

https://genki-sano.medium.com/simplified-clean-architecture-design-pattern-for-unity-967931583c47

#architecture #cleanarchitecture
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Announcing new tools for multiplayer development | Unity Blog

Netcode for GameObjects and Entities, interesting net stats tools out of the box, and low level networking package. As well as a bunch of samples which sounds awesome.

https://blog.unity.com/games/multiplayer-networking-tools-launch-announcement

#netcode #network
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Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity - Part II

In this post, we will continue to learn how to deform a mesh in Unity using the sand balls mechanics as a sample. This part covers MeshData API, performance testing, and optimization techniques to achieve a smoother user experience.

https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-2/

#meshdeformation #sandballs #meshdata #jobsystem #optimization
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