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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Everything you need to know about Memory Profiler 1.0.0
https://blog.unity.com/technology/everything-you-need-to-know-about-memory-profiler
#memory #profiler #optimization
https://blog.unity.com/technology/everything-you-need-to-know-about-memory-profiler
#memory #profiler #optimization
Unity
Everything you need to know about Memory Profiler 1.0.0
Discover what’s inside the new Memory Profiler 1.0.0, which delivers improvements to the profiling suite, offers a more complete view of memory usage, and makes it easier to optimize performance or detect memory issues.
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Unity-Smoothed-Particle-Hydrodynamics: SPH in the Unity engine implemented in three different ways using MonoBehaviour, Entity-Component-System, and ComputeShader
https://github.com/Gornhoth/Unity-Smoothed-Particle-Hydrodynamics
#hydrodynamics #computeshader #ecs
https://github.com/Gornhoth/Unity-Smoothed-Particle-Hydrodynamics
#hydrodynamics #computeshader #ecs
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unity-toolbar-extender: Extend the Unity Toolbar with your own Editor UI code.
Can come quite in handy, for instance when you have to frequently switch between multiple scenes. However I prefer to create shortcuts for frequent repetitive actions.
https://github.com/marijnz/unity-toolbar-extender
#editortool #toolbar
Can come quite in handy, for instance when you have to frequently switch between multiple scenes. However I prefer to create shortcuts for frequent repetitive actions.
https://github.com/marijnz/unity-toolbar-extender
#editortool #toolbar
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Unity-AnimatorTransitionCopier: A simple tool to copy paste transitions in Animator editor
https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier
#animator #editortool
https://github.com/qwe321qwe321qwe321/Unity-AnimatorTransitionCopier
#animator #editortool
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ui-circle-segmented: Custom graphic for uGUI, Circle splitted to segments, with skip offset, sprite round,global offset, circle-spaced gradient
https://github.com/mitay-walle/com.mitay-walle.ui-circle-segmented
#ui #circular #progressbar
https://github.com/mitay-walle/com.mitay-walle.ui-circle-segmented
#ui #circular #progressbar
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Tips and Tricks for good platforming games (with example)
All or the majority of these tricks are always used in most of successful platformers out there for many years. Make sure to check this out if you develop your own platformer game.
https://www.davetech.co.uk/gamedevplatformer
#gamedesign #platformer
All or the majority of these tricks are always used in most of successful platformers out there for many years. Make sure to check this out if you develop your own platformer game.
https://www.davetech.co.uk/gamedevplatformer
#gamedesign #platformer
www.davetech.co.uk
Tips and Tricks for good platforming games (with example) - Things Made By Dave
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keijiro/SpriteOutlineFx: Outline image effect for 2D sprites
https://github.com/keijiro/SpriteOutlineFx
#outline #spriteoutline
https://github.com/keijiro/SpriteOutlineFx
#outline #spriteoutline
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Hot reload: a tool which lets you skip all compile times in Unity
It uses a custom C# compiler integration, and only compiles the code that was changed. That output is used to patch up the existing C# code while it's running. It works both inside and outside of playmode.
There shouldn't be any serious risk as you can always just recompile the code normally to reset any bad changes which may have failed to apply (i.e. when using some unsupported features).
It doesn't currently support changes that would require vtable modifications like having a type implement another interface or adding an override to an existing virtual method. There are some other unsupported features that can be checked in the docs, but generally it covers a lot of use cases and can be really useful.
https://www.reddit.com/r/Unity3D/comments/10v66xi/we_just_released_a_free_tool_which_lets_you_skip/
Website: https://hotreload.net/
#editortool #hotreload
It uses a custom C# compiler integration, and only compiles the code that was changed. That output is used to patch up the existing C# code while it's running. It works both inside and outside of playmode.
There shouldn't be any serious risk as you can always just recompile the code normally to reset any bad changes which may have failed to apply (i.e. when using some unsupported features).
It doesn't currently support changes that would require vtable modifications like having a type implement another interface or adding an override to an existing virtual method. There are some other unsupported features that can be checked in the docs, but generally it covers a lot of use cases and can be really useful.
https://www.reddit.com/r/Unity3D/comments/10v66xi/we_just_released_a_free_tool_which_lets_you_skip/
Website: https://hotreload.net/
#editortool #hotreload
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