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
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
GitHub
GitHub - gustavopsantos/UnityMainThreadDispatcher: Provides a simple, thread safe, non monobehaviour service for managing the queue…
Provides a simple, thread safe, non monobehaviour service for managing the queue of work items on unity main thread - gustavopsantos/UnityMainThreadDispatcher
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RealTimeAtmosphere: real-time atmosphere rendering in Unity URP
https://github.com/AKGWSB/RealTimeAtmosphere
#weather #atmosphere #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
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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Using Command Buffers in Unity: Selective Bloom
https://lindenreidblog.com/2018/09/13/using-command-buffers-in-unity-selective-bloom/
Repo: https://github.com/lindenreid/pipelinestuff
#bloom #commandbuffer #postprocess
https://lindenreidblog.com/2018/09/13/using-command-buffers-in-unity-selective-bloom/
Repo: https://github.com/lindenreid/pipelinestuff
#bloom #commandbuffer #postprocess
Linden Reid
Using Command Buffers in Unity: Selective Bloom
How to add steps to Unity’s graphics pipeline using a selective bloom effect as an example.
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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
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
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
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
https://github.com/PhilS94/Unity-Procedural-IK-Wall-Walking-Spider
#ik #procedural #spider
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UnityILWeaver: A sample on how to do il weaving inside unity
https://github.com/gustavopsantos/UnityILWeaver
#ilweaving
https://github.com/gustavopsantos/UnityILWeaver
#ilweaving
GitHub
GitHub - gustavopsantos/Cadabra: Unity il/assembly weaving poc
Unity il/assembly weaving poc. Contribute to gustavopsantos/Cadabra development by creating an account on GitHub.
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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
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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Interactive snow shader in URP
A detailed breakdown of the snow shader. MinionsArt also published the text version, as well as built-in implementation.
URP: https://www.youtube.com/watch?v=zr5kgZeo9LA
Built-in: https://www.patreon.com/posts/25641162
#shader #snow #urp
A detailed breakdown of the snow shader. MinionsArt also published the text version, as well as built-in implementation.
URP: https://www.youtube.com/watch?v=zr5kgZeo9LA
Built-in: https://www.patreon.com/posts/25641162
#shader #snow #urp
YouTube
Unity | Interactive Snow Shader | Stylized Setup URP + Built-In
URP Post: https://www.patreon.com/posts/47452596
Built-in Post: https://www.patreon.com/posts/25641162
My Github site with all tutorials
https://minionsart.github.io/tutorials/
Discord: https://discord.com/invite/astrokat
Twitch: https://www.twitch.tv/minionsart…
Built-in Post: https://www.patreon.com/posts/25641162
My Github site with all tutorials
https://minionsart.github.io/tutorials/
Discord: https://discord.com/invite/astrokat
Twitch: https://www.twitch.tv/minionsart…
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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
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
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
GitHub
GitHub - cdanek/KaimiraWeightedList: A generic collection for selecting random elements by weight in O(1) in C#
A generic collection for selecting random elements by weight in O(1) in C# - cdanek/KaimiraWeightedList
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UnityAdvancedFPSCharacterController: An open-source project focused on creating the best lightweight yet feature-rich non-Rigidbody first person shooter character controller for Unity3D
https://github.com/NeKoRoSYS/UnityAdvancedFPSCharacterController
#fps #charactercontroller
https://github.com/NeKoRoSYS/UnityAdvancedFPSCharacterController
#fps #charactercontroller
GitHub
GitHub - NeKoRoSYS/UnityAdvancedFPSCharacterController: An open-source project focused on creating the best lightweight yet feature…
An open-source project focused on creating the best lightweight yet feature-rich non-Rigidbody first person shooter character controller for Unity3D. - GitHub - NeKoRoSYS/UnityAdvancedFPSCharacter...
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Unity VFX - Tsunami wave tutorial (Nami ult)
A very detailed guide that even includes creating a mesh in Blender and textures in Photoshop.
https://youtu.be/r01JDkq1nB0
#vfxgraph #shadergraph
A very detailed guide that even includes creating a mesh in Blender and textures in Photoshop.
https://youtu.be/r01JDkq1nB0
#vfxgraph #shadergraph
YouTube
Unity VFX - Tsunami / Water Tutorial (Nami Ultimate)
Let's recreate Nami's Ultimate from League of Legends in Unity! It's a great way to learn how to do stylized water effects, since you will learn how to make a stylized water shader and stylized water texture too. Enjoy!!!
We are developing Rabbit's Tale…
We are developing Rabbit's Tale…
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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
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
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
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
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
gamedev.center
The Hidden Costs of async/await: How it Affects Build Size
Uncover the relationship between using async/await and build size. Learn the costs and how it affects your code in this comprehensive analysis
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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
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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PackageEditor: A tool for Unity to edit a git package within the package manager
The package editor is a tool that allows you to edit a package that is installed using a git URL via the Unity Package Manager by creating a local copy of the package.
This allows you to edit the package in the project, and then push the changes to the source repository. Then once you are done, you can revert to the original "production" package using this tool.
https://github.com/Hibzz-Games/Hibzz.PackageEditor
#editortool #package
The package editor is a tool that allows you to edit a package that is installed using a git URL via the Unity Package Manager by creating a local copy of the package.
This allows you to edit the package in the project, and then push the changes to the source repository. Then once you are done, you can revert to the original "production" package using this tool.
https://github.com/Hibzz-Games/Hibzz.PackageEditor
#editortool #package
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