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
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animation.gif
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⚙️ Math Breakdown: Anime Homing Missiles
https://blog.littlepolygon.com/posts/missile/
#feature #missile #bezier
https://blog.littlepolygon.com/posts/missile/
#feature #missile #bezier
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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
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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How to build Hot Reload For Unity and run it on device
The second part of the hot reload implementation series
https://immersivevrtools.com/Blog/how-to-build-unity-hot-reload-on-device
#hotreload
The second part of the hot reload implementation series
https://immersivevrtools.com/Blog/how-to-build-unity-hot-reload-on-device
#hotreload
Immersivevrtools
How to build Hot Reload For Unity and run it on device - Immersive VR Tools
Learn how to implement Hot Reload functionality and run it directly in Unity build / on device. No need to redeploy whole app!
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Simulations - Black Holes
A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.
https://youtu.be/yhDxBt72PU4
#shader #simulation #raymarching
A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.
https://youtu.be/yhDxBt72PU4
#shader #simulation #raymarching
YouTube
Simulations - Black Holes
A ray-marched Black Hole simulation following the space theme of my previous video...
As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't!
Project source…
As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't!
Project source…
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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
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
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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How to save 2 sec+ loading time of your game
A great list of nontrivial tips on how to improve loading times gathered while optimizing a big mobile project.
https://medium.com/hypemasters/how-to-save-2-sec-loading-time-of-your-game-f53611bbea0a
#optimization #loading
A great list of nontrivial tips on how to improve loading times gathered while optimizing a big mobile project.
https://medium.com/hypemasters/how-to-save-2-sec-loading-time-of-your-game-f53611bbea0a
#optimization #loading
Medium
How to save 2 sec+ loading time of your game
After reading this article, you will be able to decrease the loading time of your unity app on 2+ sec, or more
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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
The repo also contains a number of samples.
https://github.com/CyberAgentGameEntertainment/NovaShader
#shader #particles #urp
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(BIRP) World Position Effects Part 1: Sphere Radius
https://www.patreon.com/posts/19355776
#shader #dissolve
https://www.patreon.com/posts/19355776
#shader #dissolve
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How to create private packages for your Unity projects: share code across your projects
https://medium.com/@RunningMattress/how-to-create-private-packages-for-your-unity-project-48414039ab5
A repo with the template: https://github.com/RunningMattress/upm-test-package
#upm #package
https://medium.com/@RunningMattress/how-to-create-private-packages-for-your-unity-project-48414039ab5
A repo with the template: https://github.com/RunningMattress/upm-test-package
#upm #package
Medium
Share your code across all of your Unity projects with ease!
Unity’s package manager has a hidden secret. It’s built on top of NPM. This offers us some amazing possibilities for sharing our code.
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scene-ref-attribute: Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate
Helps to avoid hassle with manually assigning references in the editor. Given the way to provide the scope for finding a component, it should cover the majority of use cases
https://github.com/KyleBanks/scene-ref-attribute
#editortool #autoref
Helps to avoid hassle with manually assigning references in the editor. Given the way to provide the scope for finding a component, it should cover the majority of use cases
https://github.com/KyleBanks/scene-ref-attribute
#editortool #autoref
GitHub
GitHub - KyleBanks/scene-ref-attribute: Unity C# attribute for serializing component and interface references within the scene…
Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate. - KyleBanks/scene-ref-attribute
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ECS Network Racing: ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices
Features:
Netcode for Entities
Baking
Idiomatic Foreach
Aspects
ISystem
Unity Physics
Jobs
Burst
Vivox
https://github.com/Unity-Technologies/ECS-Network-Racing-Sample
#ecs #netcode #sample
Features:
Netcode for Entities
Baking
Idiomatic Foreach
Aspects
ISystem
Unity Physics
Jobs
Burst
Vivox
https://github.com/Unity-Technologies/ECS-Network-Racing-Sample
#ecs #netcode #sample
GitHub
GitHub - Unity-Technologies/ECS-Network-Racing-Sample: ECS multiplayer racing sample to showcase using Unity Entities and netcode…
ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices - Unity-Technologies/ECS-Network-Racing-Sample
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(BIRP)World Position Effects Part 2: Box/Square Shape and Multiple Interactors
https://www.patreon.com/posts/birp-world-part-78327175
#shader #interactor
https://www.patreon.com/posts/birp-world-part-78327175
#shader #interactor
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Inspecting memory with the new Memory Profiler package
An example of a few key workflows when inspecting your game with the memory profiler.
https://blog.unity.com/engine-platform/inspecting-memory-with-the-new-memory-profiler-package
#memory #profiling
An example of a few key workflows when inspecting your game with the memory profiler.
https://blog.unity.com/engine-platform/inspecting-memory-with-the-new-memory-profiler-package
#memory #profiling
Unity Blog
Inspecting memory with the new Memory Profiler package | Unity Blog
Discover five key workflows in the new Memory Profiler package that you can use to diagnose and examine memory-related issues in your game.
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Stylized Water Shader
A tutorial of an amazing quality that contains a detailed step-by-step denoscription how to achieve stylized water look.
It contains info on how to create a water shader with:
depth-based colors
refraction
surface and intersection foam
lighting effects
waves and buoyancy
caustics
planar reflections
https://alexanderameye.github.io/notes/stylized-water-shader/
#shader #water
A tutorial of an amazing quality that contains a detailed step-by-step denoscription how to achieve stylized water look.
It contains info on how to create a water shader with:
depth-based colors
refraction
surface and intersection foam
lighting effects
waves and buoyancy
caustics
planar reflections
https://alexanderameye.github.io/notes/stylized-water-shader/
#shader #water
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Sharing code to build and deploy to Steam with one click
It relies on the com.unity.platforms package that is experimental.
https://www.reddit.com/r/Unity3D/comments/11mv0i3/sharing_code_to_build_and_deploy_to_steam_with/
Gist: https://gist.github.com/Marc-Ducret/ae65c430e6d27bfdf618c89150559cb6
#ci #steam
It relies on the com.unity.platforms package that is experimental.
https://www.reddit.com/r/Unity3D/comments/11mv0i3/sharing_code_to_build_and_deploy_to_steam_with/
Gist: https://gist.github.com/Marc-Ducret/ae65c430e6d27bfdf618c89150559cb6
#ci #steam
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Fractured Cube Breakdown
Requires a pre-fractured model (for example made in Blender, using the Cell Fracture addon). But importantly, the positions of the origin/pivot of each fractured piece has been baked into mesh data (UV channels).
https://www.cyanilux.com/tutorials/fractured-cube-breakdown/
#shadergraph #fracture #vfx
Requires a pre-fractured model (for example made in Blender, using the Cell Fracture addon). But importantly, the positions of the origin/pivot of each fractured piece has been baked into mesh data (UV channels).
https://www.cyanilux.com/tutorials/fractured-cube-breakdown/
#shadergraph #fracture #vfx
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Unity-HDRP-GPU-View-Cone: View Cone, Field of View, Sight Cone - done with custom Shadow Mapping in Unity HDRP
The technique used is basically the shadow mapping. Rendering the depth texture from the eyes of the enemy, then checking which spots are visible to the player AND the enemy and only drawing on overlapping pixels. The performance cost should be like having a spotlight with shadows turned on.
Since the latest few HDRP Upgrades the system doesn't work in builds anymore. So consider this repo just for learning purposes on how to theoretically set up custom shadow mapping
https://github.com/leorid/Unity-HDRP-GPU-View-Cone
#hdrp #lineofsight #viewcone
The technique used is basically the shadow mapping. Rendering the depth texture from the eyes of the enemy, then checking which spots are visible to the player AND the enemy and only drawing on overlapping pixels. The performance cost should be like having a spotlight with shadows turned on.
Since the latest few HDRP Upgrades the system doesn't work in builds anymore. So consider this repo just for learning purposes on how to theoretically set up custom shadow mapping
https://github.com/leorid/Unity-HDRP-GPU-View-Cone
#hdrp #lineofsight #viewcone
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