Everyday Unity – Telegram
Everyday Unity
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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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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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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
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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
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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
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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
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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
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Improving and expanding use cases: Physics changes in Unity 2022.2

New physics features to squeeze more performance:
- Batches physics queries
- A lot faster OnContact callbacks

https://blog.unity.com/technology/physics-changes-in-unity-2022-2

#physics
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URP-Custom-Post-Processing: A framework that intends to quickly extend volume post-processing in Unity URP. And some experimental custom post-processing implementation.

Can be used as a sample of ScriptableRendererFeature usage

https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing

#postprocessing #urp #rendererfeature
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Wind Waker Style Stencil Buffer Lights (URP & BIRP)

A great denoscription of the stencil buffer with samples to better describe the VFX

https://www.patreon.com/posts/wind-waker-style-78831006

#shader #stencil #light
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NovaShader: Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity.

The repo also contains a number of samples.

https://github.com/CyberAgentGameEntertainment/NovaShader

#shader #particles #urp
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