Official - Lightmapping Troubleshooting Guide
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
#lightmap
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
#lightmap
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Generic types are for arguments, specific types are for return values
https://enterprisecraftsmanship.com/posts/generic-types-arguments-specific-types-return-values/
#cleancode #abstraction
https://enterprisecraftsmanship.com/posts/generic-types-arguments-specific-types-return-values/
#cleancode #abstraction
Enterprise Craftsmanship
Generic types are for arguments, specific types are for return values
Today, we’ll discuss the following guideline: you should use the most generic types possible for arguments and the most specific types possible for return values.
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Shader Tutorial: Enter The Matrix
How to rotate uv in a shader
https://www.patreon.com/posts/shader-tutorial-73605548
#shader #uv #rotation
How to rotate uv in a shader
https://www.patreon.com/posts/shader-tutorial-73605548
#shader #uv #rotation
Patreon
Patreon is empowering a new generation of creators.
Support and engage with artists and creators as they live out their passions!
Support and engage with artists and creators as they live out their passions!
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Top 10 Dotnet Exception Anti-Patterns in C#
- Exceptions should be reserved for the truly exceptional
- Exceptions should include all information needed to react to them
- Exceptions should only be caught where they can be appropriately responded to
- Do not catch Exception or force others to catch it by throwing Exception
- Exceptions add to your cognitive workload as a developer and slow down your application and should be avoided when possible
https://newdevsguide.com/2022/11/06/exception-anti-patterns-in-csharp/
#exception #errorhandling
- Exceptions should be reserved for the truly exceptional
- Exceptions should include all information needed to react to them
- Exceptions should only be caught where they can be appropriately responded to
- Do not catch Exception or force others to catch it by throwing Exception
- Exceptions add to your cognitive workload as a developer and slow down your application and should be avoided when possible
https://newdevsguide.com/2022/11/06/exception-anti-patterns-in-csharp/
#exception #errorhandling
The New Dev's Guide
Top 10 Dotnet Exception Anti-Patterns in C#
In this article we'll explore the top 10 mistakes I see new and seasoned developers make with exception management in dotnet source code. These principles should be valid for all dotnet languages, but examples will be provided in C#.
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Don't do that: What to avoid when soft launching a game
TL;DR: have a sound strategy and plan for metrics to test and what features affect which metrics
https://www.gamesindustry.biz/dont-do-that-what-to-avoid-when-soft-launching-a-game
#marketing #softlaunch
TL;DR: have a sound strategy and plan for metrics to test and what features affect which metrics
https://www.gamesindustry.biz/dont-do-that-what-to-avoid-when-soft-launching-a-game
#marketing #softlaunch
GamesIndustry.biz
Don't do that: What to avoid when soft launching a game
If you're reading this article, it's highly likely you know what a soft launch is and why we need it. So instead of foc…
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Unity-Dependencies-Hunter: This tool finds unreferenced assets by scanning all files in your Unity project.
https://github.com/AlexeyPerov/Unity-Dependencies-Hunter
#editortool #assets
https://github.com/AlexeyPerov/Unity-Dependencies-Hunter
#editortool #assets
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Advanced Editor noscripting hacks to save you time
Part 1: https://blog.unity.com/technology/advanced-editor-noscripting-hacks-to-save-you-time-part-1
Part 2: https://blog.unity.com/technology/advanced-editor-noscripting-hacks-to-save-you-time-part-2
#editortool #assetpipeline
Part 1: https://blog.unity.com/technology/advanced-editor-noscripting-hacks-to-save-you-time-part-1
Part 2: https://blog.unity.com/technology/advanced-editor-noscripting-hacks-to-save-you-time-part-2
#editortool #assetpipeline
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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10 things you need to be doing in Unity
A list of basic tips by a guy who works on a lot of prototypes:
- Serializing components
- Drawing scene gizmos
- Initialization order
- Stop using public fields
- Mod to loop collections
- PlayClipAtPoint
- Limit extern calls with SetPositionAndRotation
- Operator overloading
- Composition
- Don't use lazy naming conventions
https://youtu.be/Ic5ux-tpkCE
#tips
A list of basic tips by a guy who works on a lot of prototypes:
- Serializing components
- Drawing scene gizmos
- Initialization order
- Stop using public fields
- Mod to loop collections
- PlayClipAtPoint
- Limit extern calls with SetPositionAndRotation
- Operator overloading
- Composition
- Don't use lazy naming conventions
https://youtu.be/Ic5ux-tpkCE
#tips
YouTube
10 Things You NEED to Be Doing in Unity
A collection of vital tips and techniques I use in Unity every day. Some are Unity specific, while some are just good programming practices. Let me know if I taught you anything!
❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev
=========…
❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev
=========…
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Using Inverse Kinematics for hand placement.
https://blog.gamedev.tv/using-inverse-kinematics-for-hand-placement/
#ik #animator
https://blog.gamedev.tv/using-inverse-kinematics-for-hand-placement/
#ik #animator
GameDev.tv Blog - Learning to Code through Video Game Development
Using Inverse Kinematics for hand placement.
One of the hardest things to get correct in a game is the placement of a character's hands. In this article, I will use Inverse Kinematics (IK) to give that extra polish to my game when ledge grabbing. This concept can be used to add that extra polish to…
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Custom Leaf Physics
Allows setting up fallen leaves with realistic physics
https://github.com/hasantarhan/LeafPhysics
#instancing #jobsystem #particles
Allows setting up fallen leaves with realistic physics
https://github.com/hasantarhan/LeafPhysics
#instancing #jobsystem #particles
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Transparent and Crystal Clear: Writing Unity URP Shaders with Code, Part 3
A very detailed basic level guide about transparent shaders
https://nedmakesgames.medium.com/transparent-and-crystal-clear-writing-unity-urp-shaders-with-code-part-3-f6ccd6686507
#shader #urp #transparent
A very detailed basic level guide about transparent shaders
https://nedmakesgames.medium.com/transparent-and-crystal-clear-writing-unity-urp-shaders-with-code-part-3-f6ccd6686507
#shader #urp #transparent
Medium
Transparent and Crystal Clear: Writing Unity URP Shaders with Code, Part 3
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animation.gif
20.3 MB
Unity-Grass-Instancer: Unity C# noscript and shader for GPU instanced grass
https://github.com/MangoButtermilch/Unity-Grass-Instancer
#grass #shader #hdrp #instancing #drawmesh
https://github.com/MangoButtermilch/Unity-Grass-Instancer
#grass #shader #hdrp #instancing #drawmesh
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Rapid prototyping with new mobile Runner game template
https://blog.unity.com/games/rapid-prototyping-with-new-mobile-runner-game-template
#template #runner
https://blog.unity.com/games/rapid-prototyping-with-new-mobile-runner-game-template
#template #runner
Unity Blog
Rapid prototyping with new mobile Runner game template | Unity Blog
Speed up your mobile game development process with Unity’s new Runner game template. Learn how we made the template and get tips for making the most of it.
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Mesh-Animation: Fast GPU vertex shader based animation library for Unity (VAT, Vertex Animation Texture, Morphing Animation)
Mesh Animation bakes vertex positions for each animation frame to texture. A custom shader then move vertexes to desired positions on GPU. Allows drawing the same original mesh multiple times with GPU Instancing. Unique animation parameters are overridden for each instance with Material Property Block.
https://github.com/codewriter-packages/Mesh-Animation
#instancing #gpuanimation #bake
Mesh Animation bakes vertex positions for each animation frame to texture. A custom shader then move vertexes to desired positions on GPU. Allows drawing the same original mesh multiple times with GPU Instancing. Unique animation parameters are overridden for each instance with Material Property Block.
https://github.com/codewriter-packages/Mesh-Animation
#instancing #gpuanimation #bake
GitHub
GitHub - codewriter-packages/Mesh-Animation: Fast GPU vertex shader based animation library for Unity (VAT, Vertex Animation Texture…
Fast GPU vertex shader based animation library for Unity (VAT, Vertex Animation Texture, Morphing Animation) - codewriter-packages/Mesh-Animation
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Terrain Footsteps in Unity (how to detect different textures)
https://johnleonardfrench.com/terrain-footsteps-in-unity-how-to-detect-different-textures/
#splatmap #footsteps
https://johnleonardfrench.com/terrain-footsteps-in-unity-how-to-detect-different-textures/
#splatmap #footsteps
John Leonard French
Terrain Footsteps in Unity (how to detect different textures)
Learn how to use dynamic footsteps on terrain, how to detect a texture mix at position and use it to swap out footstep SFX…
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What’s new for Prefabs in 2022.2?
Several improvements to the Prefab system coming in 2022.2
https://blog.unity.com/technology/prefabs-whats-new-2022-2
#prefab
Several improvements to the Prefab system coming in 2022.2
https://blog.unity.com/technology/prefabs-whats-new-2022-2
#prefab
Unity
What’s new for Prefabs in 2022.2?
Unity’s Scene Management team offers a look at the improvements coming to the Prefab system in the 2022.2 Tech Stream.
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UnityAssetCache: Utility classes for caching and unloading assets such like textures
A simple reference counting system.
https://github.com/coryleach/UnityAssetCache
#assetcache #refcount
A simple reference counting system.
https://github.com/coryleach/UnityAssetCache
#assetcache #refcount
GitHub
GitHub - coryleach/UnityAssetCache: Utility classes for caching and unloading assets such like textures
Utility classes for caching and unloading assets such like textures - GitHub - coryleach/UnityAssetCache: Utility classes for caching and unloading assets such like textures
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AsmdefHelper: Unity assembly definition utilities.
Contains:
- Dependency Graph
- Multiple Edit
- Compile Locker
- Custom Create
Latest Rider versions improve the workflow with asmdefs, but multiple edit and compile locker from this package can come in handy.
https://github.com/naninunenoy/AsmdefHelper
#asmdef #dependency #graph
Contains:
- Dependency Graph
- Multiple Edit
- Compile Locker
- Custom Create
Latest Rider versions improve the workflow with asmdefs, but multiple edit and compile locker from this package can come in handy.
https://github.com/naninunenoy/AsmdefHelper
#asmdef #dependency #graph
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