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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
👍6
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
👍5
keijiro/SpriteOutlineFx: Outline image effect for 2D sprites
https://github.com/keijiro/SpriteOutlineFx
#outline #spriteoutline
https://github.com/keijiro/SpriteOutlineFx
#outline #spriteoutline
👍4
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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
👍7
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
👍4
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
👍4
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.
👍7
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
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
The blog at the bottom of the sea
Demystifying Floating Point Precision
Floating point numbers have limited precision. If you are a game programmer, you have likely encountered bugs where things start breaking after too much time has elapsed, or after something has mov…
👍3
Floating Origin in Unity
How to mitigate floating point precision issues when dealing with large world games
https://manuel-rauber.com/2022/04/06/floating-origin-in-unity/
#floatingorigin
How to mitigate floating point precision issues when dealing with large world games
https://manuel-rauber.com/2022/04/06/floating-origin-in-unity/
#floatingorigin
Manu's Techblog
Floating Origin in Unity
If you're creating an endless runner or big/endless world's, a floating origin will most likely help you to reduce visual errors.
👍2
How to build Hot Reload For Unity
2 hot reload tools have been released recently (shared the previous one here before).
The author of this one also provided a tutorial with basics of the hot reload implementation.
https://immersivevrtools.com/Blog/how-to-build-hot-reload-functionality-for-unity
Repo: https://github.com/handzlikchris/HotReloadForUnity#fast-noscript-reload---ready-made-tool-is-available-on-the-asset-store
#hotreload
2 hot reload tools have been released recently (shared the previous one here before).
The author of this one also provided a tutorial with basics of the hot reload implementation.
https://immersivevrtools.com/Blog/how-to-build-hot-reload-functionality-for-unity
Repo: https://github.com/handzlikchris/HotReloadForUnity#fast-noscript-reload---ready-made-tool-is-available-on-the-asset-store
#hotreload
Immersivevrtools
How to build Hot Reload For Unity - Immersive VR Tools
Learn how to implement Hot Reload functionality in Unity. Iterate on code insanely fast without breaking play session
👍8
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A simple color ramp (plus posterized reflections)
https://www.reddit.com/r/Unity3D/comments/1036wn8/a_simple_color_ramp_plus_posterized_reflections/
Shader graph: https://imgur.io/gallery/JGYSEF1
#sharergraph #toon #colorramp
https://www.reddit.com/r/Unity3D/comments/1036wn8/a_simple_color_ramp_plus_posterized_reflections/
Shader graph: https://imgur.io/gallery/JGYSEF1
#sharergraph #toon #colorramp
👍3
Making string marshaling safe for the CoreCLR garbage collector
https://blog.unity.com/technology/making-string-marshaling-safe-for-coreclr-garbage-collector
#marshal
https://blog.unity.com/technology/making-string-marshaling-safe-for-coreclr-garbage-collector
#marshal
Unity Blog
Making string marshaling safe for the CoreCLR garbage collector | Unity Blog
Unity Engineering Manager for .NET Compilers and Runtimes Josh Peterson walks through some of the recent changes the team has made to marshal string data across the managed/native boundary in a GC-safe way for the new CoreCLR garbage collector.
👍5
Localizing Unity Games As An Indie Dev
https://www.bjmalicoat.com/projects/localizingunitygames
#localization
https://www.bjmalicoat.com/projects/localizingunitygames
#localization
👍3
water-shader-unity: Simulation of water in Unity
Realistic water was achieved by implementing selected water effects:
- Reflection
- Refraction
- Caustics
- Waves
- Flow
- Underwater fog
https://github.com/leonjovanovic/water-shader-unity
#water #shader
Realistic water was achieved by implementing selected water effects:
- Reflection
- Refraction
- Caustics
- Waves
- Flow
- Underwater fog
https://github.com/leonjovanovic/water-shader-unity
#water #shader
👍2
TextureMerge: Software to merge (or pack) textures into image channels, producing one image with up to four textures.
The tool to prepare assets for a very common optimization technique where you pack up to 4 grey scale textures into one by using different channels to save memory.
https://github.com/Fidifis/TextureMerge
#texturepacker #optimization #memory
The tool to prepare assets for a very common optimization technique where you pack up to 4 grey scale textures into one by using different channels to save memory.
https://github.com/Fidifis/TextureMerge
#texturepacker #optimization #memory
GitHub
GitHub - fidifis/TextureMerge: pack/merge textures into image channels.
pack/merge textures into image channels. Contribute to fidifis/TextureMerge development by creating an account on GitHub.
👍4
Unity Threading; Provides helper APIs for multithreading in Unity.
Provides:
- Simple Threading
- Async Threading: helper methods to access to the Unity main thread or background threads using an async/await style
- Unity Coroutines: helper methods to reduce allocations in Unity coroutines.
- New Coroutines: a reimplementation of Unity coroutines that returns a value type instead to avoid allocations.
- Unity Jobs: helper methods to execute jobs in the Unity Job system.
https://github.com/Enderlook/Unity-Threading
#async #thread
Provides:
- Simple Threading
- Async Threading: helper methods to access to the Unity main thread or background threads using an async/await style
- Unity Coroutines: helper methods to reduce allocations in Unity coroutines.
- New Coroutines: a reimplementation of Unity coroutines that returns a value type instead to avoid allocations.
- Unity Jobs: helper methods to execute jobs in the Unity Job system.
https://github.com/Enderlook/Unity-Threading
#async #thread
GitHub
GitHub - Enderlook/Unity-Threading: A helper library for Unity Jobs, System.Threading, Async/Await and Coroutines in Unity.
A helper library for Unity Jobs, System.Threading, Async/Await and Coroutines in Unity. - Enderlook/Unity-Threading
👍5
UnityURP-MobileDrawMeshInstancedIndirectExample
A simplified sample that demonstrates DrawMeshInstancedIndirect API on mobile platforms. Only contains a simple CPU frustum culling (not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call.
It also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top-down view grass bending area (by trail renderer following moving objects)
https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample
#drawmesh #instancing #grass #shader #compute
A simplified sample that demonstrates DrawMeshInstancedIndirect API on mobile platforms. Only contains a simple CPU frustum culling (not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call.
It also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top-down view grass bending area (by trail renderer following moving objects)
https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample
#drawmesh #instancing #grass #shader #compute
👍4
BurstCollections: Burst friendly (special) native collections for Unity
Contains:
Native2dTree
NativeAccumulatedProduct{T, Op}
NativeArray2d{T}
NativeBoundingVolumeTree{T}
NativeIndexedArray{Id, T}
NativeIndexedList{Id, T}
NativePointQuadtree
NativeStack{T}
NativeStackedLists{T}
In the repo there are use cases when these collections can be used to solve particular tasks.
https://github.com/andywiecko/BurstCollections
#burst #native #jobsystem
Contains:
Native2dTree
NativeAccumulatedProduct{T, Op}
NativeArray2d{T}
NativeBoundingVolumeTree{T}
NativeIndexedArray{Id, T}
NativeIndexedList{Id, T}
NativePointQuadtree
NativeStack{T}
NativeStackedLists{T}
In the repo there are use cases when these collections can be used to solve particular tasks.
https://github.com/andywiecko/BurstCollections
#burst #native #jobsystem
GitHub
GitHub - andywiecko/BurstCollections: Burst friendly (special) native collections for Unity
Burst friendly (special) native collections for Unity - andywiecko/BurstCollections
👍9