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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CustomSRP: Many mini-custom-SRPs showing how to achieve different things when creating your own SRP. Only SRP Core package is needed.
Also provides a sample of RenderGraph usage.
https://github.com/cinight/CustomSRP
#srp #rendergraph
Also provides a sample of RenderGraph usage.
https://github.com/cinight/CustomSRP
#srp #rendergraph
GitHub
GitHub - cinight/CustomSRP: Many mini-custom-SRPs showing how to achieve different things when creating your own SRP. Only SRP…
Many mini-custom-SRPs showing how to achieve different things when creating your own SRP. Only SRP Core package is needed. - cinight/CustomSRP
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Energy Shield Hologram in Unity Shader Graph
A really great post that brakes down a complex shader into the list of smaller effects
https://danielilett.com/2023-02-09-tut6-3-energy-shield/
#urp #shadergraph #forcefield
A really great post that brakes down a complex shader into the list of smaller effects
https://danielilett.com/2023-02-09-tut6-3-energy-shield/
#urp #shadergraph #forcefield
Daniel Ilett: Games | Shaders | Tutorials
Energy Shield Hologram in Unity Shader Graph
Sword and Shield
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Addressables: Planning and best practices
A helpful overview of what Addressables is (hope everyone knows it by this point anyway) and how to use it effectively. Provides strategies when and how to organize your content. As well as handy cheatsheets for a few common use cases:
- A mobile game with frequent content updates
- A standalone, self-contained desktop or console game
- A VR game built for Meta Quest 2
https://blog.unity.com/technology/addressables-planning-and-best-practices
#addressables #assetbundle
A helpful overview of what Addressables is (hope everyone knows it by this point anyway) and how to use it effectively. Provides strategies when and how to organize your content. As well as handy cheatsheets for a few common use cases:
- A mobile game with frequent content updates
- A standalone, self-contained desktop or console game
- A VR game built for Meta Quest 2
https://blog.unity.com/technology/addressables-planning-and-best-practices
#addressables #assetbundle
Unity
Addressables: Planning and best practices
In this blog, Unity Senior Technical Product Manager Jeff Riesenmy offers a guide to the most important factors for developers to consider in order to get the most out of the Addressables system on a project.
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