Sherlog: Flexible logging for C# and Unity
A logger from the developer of Entitas
https://github.com/sschmid/Sherlog
#logger
A logger from the developer of Entitas
https://github.com/sschmid/Sherlog
#logger
GitHub
GitHub - sschmid/Sherlog: Flexible logging for C# and Unity
Flexible logging for C# and Unity. Contribute to sschmid/Sherlog development by creating an account on GitHub.
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Vertx.Debugging: Debugging Utilities for Unity
https://github.com/vertxxyz/Vertx.Debugging
#debug #gizmo
https://github.com/vertxxyz/Vertx.Debugging
#debug #gizmo
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animation.gif
14.9 MB
Rendering A Card In URP
A very detailed post about rendering a card with a custom VFX.
https://fronkongames.github.io/Dawn-Of-The-Cards/article/rendering_a_card/
#urp #shader #card
A very detailed post about rendering a card with a custom VFX.
https://fronkongames.github.io/Dawn-Of-The-Cards/article/rendering_a_card/
#urp #shader #card
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Performance traps of ref locals and ref returns in C#
Be cautious with ref returns because they can break encapsulation.
Be cautious with readonly ref returns because they’re more performant only for readonly structs and could cause performance issues for regular structs.
Be cautious with readonly ref locals because they also could cause performance issues for non-readonly structs causing defensive copy each time the variable is used.
https://devblogs.microsoft.com/premier-developer/performance-traps-of-ref-locals-and-ref-returns-in-c/
#struct #readonly #ref #performance
Be cautious with ref returns because they can break encapsulation.
Be cautious with readonly ref returns because they’re more performant only for readonly structs and could cause performance issues for regular structs.
Be cautious with readonly ref locals because they also could cause performance issues for non-readonly structs causing defensive copy each time the variable is used.
https://devblogs.microsoft.com/premier-developer/performance-traps-of-ref-locals-and-ref-returns-in-c/
#struct #readonly #ref #performance
Microsoft News
Performance traps of ref locals and ref returns in C#
The C# language from the very first version supported passing arguments by value or by reference. But before C# 7 the C# compiler supported only one way of returning a value from a method (or a property) – returning by value.
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Unity-Technologies/game-programming-patterns-demo: A repo of small demos that assemble some of the well-known design patterns in Unity development to support the ebook "Level up your code with game programming patterns"
https://github.com/Unity-Technologies/game-programming-patterns-demo
#pattern #book
https://github.com/Unity-Technologies/game-programming-patterns-demo
#pattern #book
GitHub
GitHub - Unity-Technologies/game-programming-patterns-demo: A repo of small demos that assemble some of the well-known design patterns…
A repo of small demos that assemble some of the well-known design patterns in Unity development to support the ebook "Level up your code with game programming patterns" - Unity-Te...
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Animal Crossing curved world shader graph
https://www.youtube.com/watch?v=QkX1VerPiNQ
#shadergraph #curved
https://www.youtube.com/watch?v=QkX1VerPiNQ
#shadergraph #curved
YouTube
Animal Corssing Curved World Shader Graph - Easy Unity Tutorial
Learn how to bend your game world using Unity's Shader Graph to look like Animal Crossing visuals.
The Ultimate 2D & 3D Shader Graph Course: https://www.udemy.com/course/the-ultimate-2d-3d-shader-graph-vfx-unity-course/?referralCode=AA34C472F6CB6B86DE75
…
The Ultimate 2D & 3D Shader Graph Course: https://www.udemy.com/course/the-ultimate-2d-3d-shader-graph-vfx-unity-course/?referralCode=AA34C472F6CB6B86DE75
…
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Texture Debugger
A component used to display temporary textures generated during the rendering process(e.g. GBuffer,AO Texture) on the game screen.
https://github.com/Minghou-Lei/unity-texture-debugger
#debug #shader #texture
A component used to display temporary textures generated during the rendering process(e.g. GBuffer,AO Texture) on the game screen.
https://github.com/Minghou-Lei/unity-texture-debugger
#debug #shader #texture
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methodic: Test and interact with functions in Unity using a GUI.
Adds an editor window that provides a simple interface to select your noscript's functions and run them with parameters of your choice. Ideal for manually triggering events during gameplay and for modifying game objects in the editor.
https://github.com/mminer/methodic
#editortool #invoker
Adds an editor window that provides a simple interface to select your noscript's functions and run them with parameters of your choice. Ideal for manually triggering events during gameplay and for modifying game objects in the editor.
https://github.com/mminer/methodic
#editortool #invoker
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Airplane trails with distance fading shader graph.
https://www.reddit.com/r/Unity3D/comments/xo3y6l/after_your_feedback_on_trails_heres_the_softer/
#shadergraph #trail
https://www.reddit.com/r/Unity3D/comments/xo3y6l/after_your_feedback_on_trails_heres_the_softer/
#shadergraph #trail
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A guide to advanced Editor noscripting that will save you time | Unity Blog
https://blog.unity.com/technology/advanced-editor-noscripting-hacks-to-save-you-time-part-1
#assetprocessor #assetdatabase
https://blog.unity.com/technology/advanced-editor-noscripting-hacks-to-save-you-time-part-1
#assetprocessor #assetdatabase
Unity
Advanced Editor noscripting hacks to save you time, part 1
Unity Developer Jordi Caballol shares advanced Editor noscripting hacks that are sure to save you time on your next project in the latest Tech from the Trenches column.
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Shader Variant Explorer lets you peek into Unity's shader compilation process to better understand the composition of shader files. Allows checking used keywords.
https://github.com/needle-tools/shader-variant-explorer
#shader #shadervariant
https://github.com/needle-tools/shader-variant-explorer
#shader #shadervariant
GitHub
GitHub - needle-tools/shader-variant-explorer: Shader Variant Explorer lets you peek into Unity's shader compilation process to…
Shader Variant Explorer lets you peek into Unity's shader compilation process to better understand the composition of shader files. - needle-tools/shader-variant-explorer
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Rhea - URP Geometry Shader Grass
Keep in mind that geometry shaders don't work on Metal though.
https://github.com/Ryan-Gee/RheaGrass
#shader #urp #grass
Keep in mind that geometry shaders don't work on Metal though.
https://github.com/Ryan-Gee/RheaGrass
#shader #urp #grass
GitHub
GitHub - Ryan-Gee/RheaGrass
Contribute to Ryan-Gee/RheaGrass development by creating an account on GitHub.
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GitHub - Cysharp/MemoryPack: Zero encoding extreme performance binary serializer for C# and Unity.
The newest serializer by the developer of UniTask and MessagePack for C#.
https://github.com/Cysharp/MemoryPack
#serializer
The newest serializer by the developer of UniTask and MessagePack for C#.
https://github.com/Cysharp/MemoryPack
#serializer
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UnityTimeRewinder: Unity time rewind solution, that is easily customizable for any project.
https://github.com/SitronX/UnityTimeRewinder
#timescale #rewind
https://github.com/SitronX/UnityTimeRewinder
#timescale #rewind
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My take on shaders: Compute shaders
A simple vertex painter sample
https://halisavakis.com/my-take-on-shaders-compute-shaders/
#computeshader
A simple vertex painter sample
https://halisavakis.com/my-take-on-shaders-compute-shaders/
#computeshader
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All the VFX breakdowns we’ve made in the past (new ones are on the way!)
https://www.reddit.com/r/Unity3D/comments/yd78np/all_the_vfx_breakdowns_weve_made_in_the_past_new/
#shader #vfx
https://www.reddit.com/r/Unity3D/comments/yd78np/all_the_vfx_breakdowns_weve_made_in_the_past_new/
#shader #vfx
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Unity HTTP Debugger
We always had a similar, but smaller solution on any project that had client-server communication, as it makes debugging a lot easier. And altering responses opens up a new way of testing and reproducing bugs. Of course there are standalone apps likes Charles for this, but a tailored editor tool is more convenient in my opinion.
https://github.com/ErnSur/Unity-Http-Debugger
#debug #http #editortool
We always had a similar, but smaller solution on any project that had client-server communication, as it makes debugging a lot easier. And altering responses opens up a new way of testing and reproducing bugs. Of course there are standalone apps likes Charles for this, but a tailored editor tool is more convenient in my opinion.
https://github.com/ErnSur/Unity-Http-Debugger
#debug #http #editortool
GitHub
GitHub - ErnSur/Unity-Http-Debugger: Http request logging tool for Unity.
Http request logging tool for Unity. Contribute to ErnSur/Unity-Http-Debugger development by creating an account on GitHub.
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Making AnimationEvent safe for the CoreCLR garbage collector
https://blog.unity.com/technology/making-animationevent-safe-for-the-coreclr-garbage-collector
#marshalling #animationevent #performance
https://blog.unity.com/technology/making-animationevent-safe-for-the-coreclr-garbage-collector
#marshalling #animationevent #performance
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