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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Unity Production Architecture
There are endless ways of scaling your architecture without suffering, and different developers have different opinions about that. The author tried to identify practices that are easy to follow, simple enough, but still result in scalability.
The book is not finished yet, but 3 chapters are available already.
https://unity-architecture.com/
#architecture
There are endless ways of scaling your architecture without suffering, and different developers have different opinions about that. The author tried to identify practices that are easy to follow, simple enough, but still result in scalability.
The book is not finished yet, but 3 chapters are available already.
https://unity-architecture.com/
#architecture
Unity-Architecture
Home - Unity Production Architecture -
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Screen Gloom Optimization in Wavetale
https://agentlien.github.io/gloom/index.html
#postprocess #shader #gloom
https://agentlien.github.io/gloom/index.html
#postprocess #shader #gloom
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Statistics matter: How Data Impacts Play
How excessive stats can harm player experience.
http://www.hermanelectro.com/posts/positive_negative_stats.html
#gamedesign #stats
How excessive stats can harm player experience.
http://www.hermanelectro.com/posts/positive_negative_stats.html
#gamedesign #stats
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Improving job system performance scaling in 2022.2 – part 2: Overhead | Unity Blog
https://blog.unity.com/engine-platform/improving-job-system-performance-2022-2-part-2
#jobsystem #multithreading
https://blog.unity.com/engine-platform/improving-job-system-performance-2022-2-part-2
#jobsystem #multithreading
Unity Blog
Improving job system performance scaling in 2022.2 – part 2: Overhead | Unity Blog
In the second installment of this two-part article, Software Engineer Kevin Vacheresse looks at job system overhead from Unity’s former job system and how the engineering team has addressed this in the 2022.2 Tech Stream release. With part two, discover the…
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Text To TextMesh Pro Upgrade Tool for Unity
Helps you upgrade the Text, InputField, Dropdown and TextMesh objects in your projects to their TextMesh Pro variants. It also upgrades the noscripts so that e.g. Text variables in those noscripts become TMP_Text variables. Then, it reconnects the references to the upgraded components (e.g. if a public variable was referencing an upgraded Text component, it will now reference the corresponding TextMeshProUGUI component).
https://github.com/yasirkula/UnityTextToTextMeshProUpgradeTool
#textmeshpro #editortool
Helps you upgrade the Text, InputField, Dropdown and TextMesh objects in your projects to their TextMesh Pro variants. It also upgrades the noscripts so that e.g. Text variables in those noscripts become TMP_Text variables. Then, it reconnects the references to the upgraded components (e.g. if a public variable was referencing an upgraded Text component, it will now reference the corresponding TextMeshProUGUI component).
https://github.com/yasirkula/UnityTextToTextMeshProUpgradeTool
#textmeshpro #editortool
GitHub
GitHub - yasirkula/UnityTextToTextMeshProUpgradeTool: Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMesh…
Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMesh Pro variants in Unity - yasirkula/UnityTextToTextMeshProUpgradeTool
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How Async/Await Really Works in C#
A deep-dive into the history leading to, the design decisions behind, and implementation details of async/await in C# and .NET.
https://devblogs.microsoft.com/dotnet/how-async-await-really-works/
#async #interview
A deep-dive into the history leading to, the design decisions behind, and implementation details of async/await in C# and .NET.
https://devblogs.microsoft.com/dotnet/how-async-await-really-works/
#async #interview
Microsoft News
How Async/Await Really Works in C#
Async/await was added to the C# language over a decade ago and has transformed how we write scalable code for .NET. But how does it really work? In this post, we take a deep dive into its internals.
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Unity Shadow Volume Generator (Stencil Shadows): Library for generating sharp shadow volumes in Unity3D.
Shadow volumes are recognized by the CRISP and ACCURATE shadows that they cast. It essentially finds the outline of an object from the lights perspective, and then creates a mesh that casts into the scene.
https://github.com/rhedgeco/UnityShadowVolumeGenerator
#rendererfeature #shadow #shadowvolume #stencilshadow
Shadow volumes are recognized by the CRISP and ACCURATE shadows that they cast. It essentially finds the outline of an object from the lights perspective, and then creates a mesh that casts into the scene.
https://github.com/rhedgeco/UnityShadowVolumeGenerator
#rendererfeature #shadow #shadowvolume #stencilshadow
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QuadSphere: Unity QuadSphere with Level of Detail subdivision
A similar technique is used in Kerbal Space Program 2 to render planets with level of detail support for better performance
https://github.com/bicarbon8/QuadSphere
#quadsphere
A similar technique is used in Kerbal Space Program 2 to render planets with level of detail support for better performance
https://github.com/bicarbon8/QuadSphere
#quadsphere
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Frequently Asked Question about marketing your game on Steam
https://howtomarketagame.com/2023/03/14/frequently-asked-question-about-marketing-your-game/
#marketing #steam
https://howtomarketagame.com/2023/03/14/frequently-asked-question-about-marketing-your-game/
#marketing #steam
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Runtime authoring in projects using ECS for Unity
An overview of data modes that are claimed to improve the workflow with game objects' and entities' data in the editor and playmode.
https://blog.unity.com/engine-platform/runtime-authoring-in-projects-using-ecs
#dots #baking #authoring #datamodes
An overview of data modes that are claimed to improve the workflow with game objects' and entities' data in the editor and playmode.
https://blog.unity.com/engine-platform/runtime-authoring-in-projects-using-ecs
#dots #baking #authoring #datamodes
Unity Blog
Runtime authoring in projects using ECS for Unity | Unity Blog
Unity’s Sébastien L'Heureux shares more about the new Data Modes pattern so developers can make the most of Editor workflows specific to projects using ECS for Unity.
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Practical Optimizations
This is a long video, but it's worth watching. The speaker is a great engineer who shares an example of optimization using DOD (Data-oriented design) in Kerbal Space Program 2. Obviously, this optimization technique is not suitable or needed in every game, but when it fits, it gives amazing results.
https://youtu.be/NAVbI1HIzCE
#performance #optimization #dod #jobsystem
This is a long video, but it's worth watching. The speaker is a great engineer who shares an example of optimization using DOD (Data-oriented design) in Kerbal Space Program 2. Obviously, this optimization technique is not suitable or needed in every game, but when it fits, it gives amazing results.
https://youtu.be/NAVbI1HIzCE
#performance #optimization #dod #jobsystem
YouTube
Practical Optimizations
So with all the talk about optimization happening on Twitter, some people who saw me give this talk at a private conference asked for me to do a public version.
If you want to play with the code yourself, a more complete version of the monster example is…
If you want to play with the code yourself, a more complete version of the monster example is…
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Unity Bounding Volume Heirachy (BVH)
It is used for sorting objects that occupy volume and answering geometric queries about them; such as ray, box, and sphere intersection.
https://github.com/rossborchers/UnityBoundingVolumeHeirachy
#bvh #spacial #dsa
It is used for sorting objects that occupy volume and answering geometric queries about them; such as ray, box, and sphere intersection.
https://github.com/rossborchers/UnityBoundingVolumeHeirachy
#bvh #spacial #dsa
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animation.gif
22.6 MB
Implementing satisfying stairs for your 2D top-down game
https://michaelbitzos.com/devblog/implementing-stairs-in-2d-top-down-games
#stairs #topdown
https://michaelbitzos.com/devblog/implementing-stairs-in-2d-top-down-games
#stairs #topdown
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Introduction To Unity Unit Testing: Learn all about the Unity Test Framework and how to set up Unit Tests in your Unity projects
https://www.kodeco.com/38240193-introduction-to-unity-unit-testing
#unittest #coverage #codecoverage
https://www.kodeco.com/38240193-introduction-to-unity-unit-testing
#unittest #coverage #codecoverage
kodeco.com
Introduction To Unity Unit Testing
Learn all about the Unity Test Framework and how to set up Unit Tests in your Unity projects.
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Procedural 2D Outline Shader (Tutorial w/ Code + Nodes)
https://www.reddit.com/r/Unity3D/comments/124mtz8/procedural_2d_outline_shader_tutorial_w_code_nodes/
#outline2d #outline #shader
https://www.reddit.com/r/Unity3D/comments/124mtz8/procedural_2d_outline_shader_tutorial_w_code_nodes/
#outline2d #outline #shader
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Unity Image Loader: Asynchronous image loading from remote or local destination.
Features:
✔️ Async loading from Web or Local ImageLoader.LoadSprite(imageURL);
✔️ Memory and Disk caching - tries to load from memory first, then from disk
✔️ Dedicated thread for disk operations
✔️ Avoids loading same image multiple times simultaneously, task waits for completion the first and just returns loaded image if at least one cache layer activated
✔️ Auto set to Image ImageLoader.SetSprite(imageURL, image);
✔️ Auto set to SpriteRenderer ImageLoader.SetSprite(imageURL, spriteRenderer);
✔️ Debug level for logging ImageLoader.settings.debugLevel = DebugLevel.Error;
https://github.com/IvanMurzak/Unity-ImageLoader
#imageloader #loadimage
Features:
✔️ Async loading from Web or Local ImageLoader.LoadSprite(imageURL);
✔️ Memory and Disk caching - tries to load from memory first, then from disk
✔️ Dedicated thread for disk operations
✔️ Avoids loading same image multiple times simultaneously, task waits for completion the first and just returns loaded image if at least one cache layer activated
✔️ Auto set to Image ImageLoader.SetSprite(imageURL, image);
✔️ Auto set to SpriteRenderer ImageLoader.SetSprite(imageURL, spriteRenderer);
✔️ Debug level for logging ImageLoader.settings.debugLevel = DebugLevel.Error;
https://github.com/IvanMurzak/Unity-ImageLoader
#imageloader #loadimage
GitHub
GitHub - IvanMurzak/Unity-ImageLoader: Asynchronous image loading from remote or local destination. It has two layers of configurable…
Asynchronous image loading from remote or local destination. It has two layers of configurable cache system: RAM and Disk. - IvanMurzak/Unity-ImageLoader
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Everyday Unity
Practical Optimizations This is a long video, but it's worth watching. The speaker is a great engineer who shares an example of optimization using DOD (Data-oriented design) in Kerbal Space Program 2. Obviously, this optimization technique is not suitable…
The Art of Unity Optimization
A similar approach to the one I have shared above recently but on everyone's favorite rotating cubes sample. Still recommend to watch the previous video, but this one shorter and shows similar techniques to increase performance when you have many entities.
https://youtu.be/6mNj3M1il_c
#compute #jobsystem #dod #optimization
A similar approach to the one I have shared above recently but on everyone's favorite rotating cubes sample. Still recommend to watch the previous video, but this one shorter and shows similar techniques to increase performance when you have many entities.
https://youtu.be/6mNj3M1il_c
#compute #jobsystem #dod #optimization
YouTube
How To Render 2 Million Objects At 120 FPS
Project files: https://github.com/Matthew-J-Spencer/pushing-unity
Let's discover the true potential of Unity by pushing its limits. In this video, we'll explore a variety of techniques, from straightforward tweaks like data-oriented design, to more advanced…
Let's discover the true potential of Unity by pushing its limits. In this video, we'll explore a variety of techniques, from straightforward tweaks like data-oriented design, to more advanced…
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Client-Side-Prediction: A step by step guide on how to do client side prediction with non physics based movement
https://github.com/DoctorWh012/Client-Side-Prediction
#netcode #prediction #lagcompensation
https://github.com/DoctorWh012/Client-Side-Prediction
#netcode #prediction #lagcompensation
GitHub
GitHub - DoctorWh012/Client-Side-Prediction: A step by step guide on how to do client side prediction with non physics based movement
A step by step guide on how to do client side prediction with non physics based movement - DoctorWh012/Client-Side-Prediction
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unity-hierarchy-folders: Specialized folder objects for Unity Hierarchy.
With big scenes you might want to have game objects organized in some way. However using just empty game objects for it might lead to performance issues as the engine won't be able to parallelize transforms processing, as Unity manages them on hierarchies level.
This tool helps prevent these issues by removing all overhead during the build process.
https://github.com/xsduan/unity-hierarchy-folders
#editortools #hierarchy
With big scenes you might want to have game objects organized in some way. However using just empty game objects for it might lead to performance issues as the engine won't be able to parallelize transforms processing, as Unity manages them on hierarchies level.
This tool helps prevent these issues by removing all overhead during the build process.
https://github.com/xsduan/unity-hierarchy-folders
#editortools #hierarchy
GitHub
GitHub - xsduan/unity-hierarchy-folders: Specialized folder objects for Unity Hierarchy.
Specialized folder objects for Unity Hierarchy. Contribute to xsduan/unity-hierarchy-folders development by creating an account on GitHub.
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