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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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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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
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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
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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
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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
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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
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keijiro/SpriteOutlineFx: Outline image effect for 2D sprites

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
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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
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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
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Demystifying Floating Point Precision

Floating point numbers have limited precision. You have likely encountered bugs where things start breaking after too much time has elapsed, or after something has moved too far from the origin.
This post aims to show you how to answer the questions:
What precision do I have at a number?
When will I hit precision issues?

https://blog.demofox.org/2017/11/21/floating-point-precision/

#float
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