Everyday Unity – Telegram
Everyday Unity
1.1K subscribers
157 photos
59 videos
42 files
2.36K links
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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Unity Main Thread Dispatcher

Provides a simple, thread safe, non monobehaviour service for managing the queue of work items on unity main thread using PlayerLoopSystem. Can be also used as an example of PlayerLoopSystem usage which is around for quite a while already.

https://github.com/gustavopsantos/UnityMainThreadDispatcher

#mainthread #dispatcher #playerloopsystem
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RealTimeAtmosphere: real-time atmosphere rendering in Unity URP

https://github.com/AKGWSB/RealTimeAtmosphere

#weather #atmosphere #urp
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Hey-Area-Object-Spawner: Procedural Area Spawner Tool

A level design tool that allows you to create random objects inside a complex area on the terrain. In addition, spawning allows you to create complex area (Polygon from points) spawning systems, saving your time designing levels

https://github.com/JahnStar/Hey-Area-Object-Spawner

#spawner #leveldesign
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GrassBending: A replacement for Unity's terrain grass shader with alpha blended rendering and touch bending effect

https://github.com/Elringus/GrassBending

#terrain #grass #shader
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Are Vampire Survivor-Likes Dead? – How To Market A Game

It's surprising how games that have a tiny fraction of action roguelike market share become very successful financially.

https://howtomarketagame.com/2023/01/09/are-vampire-survivor-likes-dead/

#marketing #roguelike #gamedesign
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Unity-UI-Rounded-Corners: This component and shader allows you to add rounded corners to UI elements

https://github.com/kirevdokimov/Unity-UI-Rounded-Corners

#ui #roundedcorners #roundedrect
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Unity-Procedural-IK-Wall-Walking-Spider: A Unity Engine Project in which a controllable wall-walking spider uses inverse kinematics (IK) to position its legs to its surroundings, such that it moves realistically.

https://github.com/PhilS94/Unity-Procedural-IK-Wall-Walking-Spider

#ik #procedural #spider
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object-pooling-in-unity-demo: This demo project shows custom implementation of Object Pooling used in our upcoming game: Pelagos: Rise of Greece

A great example of object pooling. And since Unity 2021.x we got the built-in object pool functionality.

https://github.com/keypax/object-pooling-in-unity-demo

#objectpool #optimization
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Create noscript folders (Editor, Runtime, and each Tests) containing assembly definition file (.asmdef).

Reduces the routine of creating folders for your features/modules. Can be modified for your preferred structure

https://github.com/nowsprinting/create-noscript-folders-with-tests

#editortool
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KaimiraWeightedList: A generic collection for selecting random elements by weight in O(1) in C#

This class implements an algorithm for sampling from a discrete probability distribution via a generic list with extremely fast O(1) get operations and small (close to minimally small) O(n) space complexity and O(n) CRUD complexity.

https://github.com/cdanek/KaimiraWeightedList

#dsa #weightedlist
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unity3d-jp/BoidComputeShader: Boid implementation with Compute Shader and Visual Effect Graph

https://github.com/unity3d-jp/BoidComputeShader

#computeshader #boids #vfxgraph
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Level-Up-Sketch-Open-Project

Includes the following custom tools:
- Gradient and curve Textures generator
- Gradient mapping shaders
- Height Fog custom render pass

https://github.com/Sorangon/Level-Up-Sketch-Open-Project

#vfx #voxelized #glitch
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NavMeshPlus: Unity NavMesh 2D Pathfinding

Unity nav mesh doesn't support 2D out of the box. This repo contains the implementation of NavMeshSurface and 2d Extensions for tilemap, sprites and collider2d top down games.

https://github.com/h8man/NavMeshPlus

#navmesh2d #navmesh #pathfinding
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The Cost Of async/await On The Build Size

Knowing how async/await works under the hood, I was interested in understanding the impact on the build size, as the compiler does its magic and for each async method generates the state machine consisting of hundreds of lines of code. During IL2CPP phase this amount grows even further, so code growth definitely should cause build size to increase, let's find out the actual impact in this analysis.

https://gamedev.center/the-cost-of-async-await-on-the-build-size/

#async #buildsize #optimization
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Choosing the Right Load Type in Unity’s Audio Import Settings

The post describes in details what audio load type you should choose:
- Compressed in Memory
- Decompress on Load
- Streaming
Depending on the CPU/memory trade off

https://medium.com/@made-indrayana/choosing-the-right-load-type-in-unitys-audio-import-settings-1880a61134c7

#audio #performance
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