In-game Debug Console for Unity 3D
This asset helps you see debug messages (logs, warnings, errors, exceptions) runtime in a build (also assertions in editor) and execute commands using its built-in console (you can setup your own methods to execute with custom commands).
https://github.com/yasirkula/UnityIngameDebugConsole
#console #debug
This asset helps you see debug messages (logs, warnings, errors, exceptions) runtime in a build (also assertions in editor) and execute commands using its built-in console (you can setup your own methods to execute with custom commands).
https://github.com/yasirkula/UnityIngameDebugConsole
#console #debug
GitHub
GitHub - yasirkula/UnityIngameDebugConsole: A uGUI based console to see debug messages and execute commands during gameplay in…
A uGUI based console to see debug messages and execute commands during gameplay in Unity - yasirkula/UnityIngameDebugConsole
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UnityLauncherPro: Unity Hub Alternative Project Launcher with time saving features
Might come in handy given how Unity Hub is getting slower and slower, and the incident that happened last year when a malicious lib was used by Unity Hub.
https://github.com/unitycoder/UnityLauncherPro
#hub
Might come in handy given how Unity Hub is getting slower and slower, and the incident that happened last year when a malicious lib was used by Unity Hub.
https://github.com/unitycoder/UnityLauncherPro
#hub
GitHub
GitHub - unitycoder/UnityLauncherPro: Unofficial UnityHub Alternative Project Launcher with time saving features!
Unofficial UnityHub Alternative Project Launcher with time saving features! - unitycoder/UnityLauncherPro
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FastScriptReload: Hot Reload implementation for Unity. Iterate on code insanely fast without breaking play session.
Was a paid asset, now it's open source
https://github.com/handzlikchris/FastScriptReload
#hotreload #editortool
Was a paid asset, now it's open source
https://github.com/handzlikchris/FastScriptReload
#hotreload #editortool
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The waterfall tutorial in Amplify Shader Editor
https://www.reddit.com/r/Unity3D/comments/12bggr6/were_proud_to_share_the_waterfall_we_just_built/
#vfx #shadergraph
https://www.reddit.com/r/Unity3D/comments/12bggr6/were_proud_to_share_the_waterfall_we_just_built/
#vfx #shadergraph
Reddit
From the Unity3D community on Reddit: We're proud to share the waterfall we just built in our upcoming farming simulation game.…
Explore this post and more from the Unity3D community
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Build a production-ready multiplayer game with Netcode for GameObjects
https://blog.unity.com/games/build-a-production-ready-multiplayer-game-with-netcode-for-gameobjects
#netcode
https://blog.unity.com/games/build-a-production-ready-multiplayer-game-with-netcode-for-gameobjects
#netcode
Unity Blog
Build a production-ready multiplayer game with Netcode for GameObjects | Unity Blog
In this roundup of a four-part webinar series from the Multiplayer team, dive into our Boss Room sample game and explore how you can build a production-ready multiplayer game with Unity and Netcode for GameObjects.
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UnityPerformanceTuningBible
https://github.com/CyberAgentGameEntertainment/UnityPerformanceTuningBible/blob/main/README_EN.md
#performance #book
https://github.com/CyberAgentGameEntertainment/UnityPerformanceTuningBible/blob/main/README_EN.md
#performance #book
GitHub
UnityPerformanceTuningBible/README_EN.md at main · CyberAgentGameEntertainment/UnityPerformanceTuningBible
Unity Performance Tuning knowledge book. Contribute to CyberAgentGameEntertainment/UnityPerformanceTuningBible development by creating an account on GitHub.
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Analyzing your application’s physical memory footprint using Memory Profiler | Unity Blog
https://blog.unity.com/engine-platform/analyzing-physical-memory-footprint-using-memory-profiler
#memory #profiler
https://blog.unity.com/engine-platform/analyzing-physical-memory-footprint-using-memory-profiler
#memory #profiler
Unity
Analyzing your application’s physical memory footprint using Memory Profiler
Unity’s Anton Kruglyakov answers your frequently asked questions about memory, covering: calculating application memory footprint, resident memory, and memory footprint analysis.
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UIOutline: A handy component that can be used to add outlines to your Unity UI
https://github.com/PandaArcade/UIOutline
#outline #ui
https://github.com/PandaArcade/UIOutline
#outline #ui
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CustomSOIcons: Simple editor addon that allows to show custom noscriptable object icons in the Project view
https://github.com/fffogil/SimpleTools-CustomSOIcons
#editortool #icons
https://github.com/fffogil/SimpleTools-CustomSOIcons
#editortool #icons
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Smart Addresser: Automate Addressing, Labeling, and Version Control for Addressables
For example, you can easily assign addresses by setting up the rules like the following.
Assign addresses to all Prefabs in the specified folder.
Assign addresses to all assets in the folder named "Addressables".
Assign addresses to all assets with a path matching the specified regular expression.
https://github.com/CyberAgentGameEntertainment/SmartAddresser
#addressables
For example, you can easily assign addresses by setting up the rules like the following.
Assign addresses to all Prefabs in the specified folder.
Assign addresses to all assets in the folder named "Addressables".
Assign addresses to all assets with a path matching the specified regular expression.
https://github.com/CyberAgentGameEntertainment/SmartAddresser
#addressables
GitHub
GitHub - CyberAgentGameEntertainment/SmartAddresser: Automate Addressing, Labeling, and Version Control for Unity's Addressable…
Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System. - CyberAgentGameEntertainment/SmartAddresser
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Practical High-Performance Rendering on Mobile Platforms (GDC 2023)
This repo includes the demo project for the following GDC 2023 talk: Practical High-Performance Rendering on Mobile Platforms
https://github.com/WeakKnight/GDC23_PracticalMobileRendering
#rendering #srp #renderpipeline
This repo includes the demo project for the following GDC 2023 talk: Practical High-Performance Rendering on Mobile Platforms
https://github.com/WeakKnight/GDC23_PracticalMobileRendering
#rendering #srp #renderpipeline
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Creating Isometric RPG Game Backgrounds using stable diffusion
https://talesofsyn.com/posts/creating-isometric-rpg-game-backgrounds
#ai #aigen
https://talesofsyn.com/posts/creating-isometric-rpg-game-backgrounds
#ai #aigen
Creating Isometric RPG Game Backgrounds
Using Stable Diffusion techniques to create 2D game environments
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LiteEntitySystem: Pure C# HighLevel API for multiplayer games
Some of the features:
Lag compensation
Serialization of custom types (like strings,lists,arrays,jsons,etc)
Synchronized variables (with optional notifications on change)
Client-side prediction
Client-side spawn prediction (for projectiles)
Remote procedure calls (RPC) with compile-time checks
Client input system
Interpolation system
Delta-compressed state synchronization
LZ4 compression of initial world state
https://github.com/RevenantX/LiteEntitySystem
A sample: https://github.com/RevenantX/LiteEntitySystemUnityExample
#netcode
Some of the features:
Lag compensation
Serialization of custom types (like strings,lists,arrays,jsons,etc)
Synchronized variables (with optional notifications on change)
Client-side prediction
Client-side spawn prediction (for projectiles)
Remote procedure calls (RPC) with compile-time checks
Client input system
Interpolation system
Delta-compressed state synchronization
LZ4 compression of initial world state
https://github.com/RevenantX/LiteEntitySystem
A sample: https://github.com/RevenantX/LiteEntitySystemUnityExample
#netcode
GitHub
GitHub - RevenantX/LiteEntitySystem: Pure C# HighLevel API for multiplayer games
Pure C# HighLevel API for multiplayer games. Contribute to RevenantX/LiteEntitySystem development by creating an account on GitHub.
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csbindgen — Generate C# native code bridge automatically or modern approaches to native code invocation from C#
https://neuecc.medium.com/csbindgen-generate-c-native-code-bridge-automatically-or-modern-approaches-to-native-code-78d9f9a616fb
#native #rust
https://neuecc.medium.com/csbindgen-generate-c-native-code-bridge-automatically-or-modern-approaches-to-native-code-78d9f9a616fb
#native #rust
Medium
csbindgen — Generate C# native code bridge automatically or modern approaches to native code invocation from C#
I have created and released a library that automatically generates C# DllImport code from Rust’s FFI to transparently connect native code…
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Scrmizu: Variable infinite scroll in Unity UI
https://github.com/ToshikiImagawa/Scrmizu
#infinitescroll #scroll
https://github.com/ToshikiImagawa/Scrmizu
#infinitescroll #scroll
GitHub
GitHub - ToshikiImagawa/Scrmizu: Variable infinite scroll in Unity UI
Variable infinite scroll in Unity UI. Contribute to ToshikiImagawa/Scrmizu development by creating an account on GitHub.
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animation.gif
11 MB
Indirect Rendering With Compute Shaders
An example of rendering numerous instances in Unity3D using Compute shaders for culling and LOD'ing and Graphics.DrawMeshInstancedIndirect to draw.
https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders
#indirect #computeshader #rendering
An example of rendering numerous instances in Unity3D using Compute shaders for culling and LOD'ing and Graphics.DrawMeshInstancedIndirect to draw.
https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders
#indirect #computeshader #rendering
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URP Grab Pass: Replacement for GrabPass in Unity's Universal Render Pipeline (URP).
https://github.com/Haruma-K/URPGrabPass
Why grab pass is a heavy operation: https://forum.unity.com/threads/grabpass-and-multi-pass-shaders-in-urp.1342121/
#urp #grabpass
https://github.com/Haruma-K/URPGrabPass
Why grab pass is a heavy operation: https://forum.unity.com/threads/grabpass-and-multi-pass-shaders-in-urp.1342121/
#urp #grabpass
GitHub
GitHub - Haruma-K/URPGrabPass: Replacement for GrabPass in Unity's Universal Render Pipeline (URP).
Replacement for GrabPass in Unity's Universal Render Pipeline (URP). - Haruma-K/URPGrabPass
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Safe ways to use defines
Some advice on how to properly manage preprocessor directives in Unity projects.
https://medium.com/hypemasters/safe-ways-to-use-defines-4cb53c43a882
#define
Some advice on how to properly manage preprocessor directives in Unity projects.
https://medium.com/hypemasters/safe-ways-to-use-defines-4cb53c43a882
#define
Medium
Safe ways to use defines
This article is written to help any developer faced with errors related to defines in the code. Namely, for those of you who’ve performed…
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Dynamic destruction in Radio Viscera
Not a Unity game, but a great story about how wall destruction was implemented. Can be used as a reference for a custom destruction system.
https://fire-face.com/destruction/
#destruction
Not a Unity game, but a great story about how wall destruction was implemented. Can be used as a reference for a custom destruction system.
https://fire-face.com/destruction/
#destruction
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