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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Toon Render Pipeline (Unity SRP): A Scriptable Render Pipeline (SRP) designed specifically for toon/stylized visuals.
https://github.com/Delt06/toon-rp
#toon #srp
https://github.com/Delt06/toon-rp
#toon #srp
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AI powered fluid simulations
https://echoesofsomewhere.com/2023/04/06/ai-fluid-simulations/
#fluid #simulation
https://echoesofsomewhere.com/2023/04/06/ai-fluid-simulations/
#fluid #simulation
Echoes of Somewhere
AI powered fluid simulations
I took an upcoming AI powered fluid simulation tool for a test dive to see if it would allow me to add realistic, interactive smoke to the game.
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animation.gif
36 MB
SPCRJointDynamics: A bone physics engine for cloth.
SPCRJointDynamics uses cross simulation algorithm (mass-spring-damper model) to animate the bones in real-time. For direct use for skirts and hairs, we mainly focused on the overall appearance rather than the physically accurate behaviors.
https://github.com/SPARK-inc/SPCRJointDynamics
#clothphysics #cloth
SPCRJointDynamics uses cross simulation algorithm (mass-spring-damper model) to animate the bones in real-time. For direct use for skirts and hairs, we mainly focused on the overall appearance rather than the physically accurate behaviors.
https://github.com/SPARK-inc/SPCRJointDynamics
#clothphysics #cloth
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Unity-Textures-Hunter: Provides summary of all textures and atlases in Unity project
It makes an analysis of non-atlas textures to give some recommendations upon their compression settings.
It also helps to analyze all your atlases at once and highlights issues if their textures used in Resources and/or Addressables (which may lead to duplicated textures in build).
https://github.com/AlexeyPerov/Unity-Textures-Hunter
#editortools #optimization #texture
It makes an analysis of non-atlas textures to give some recommendations upon their compression settings.
It also helps to analyze all your atlases at once and highlights issues if their textures used in Resources and/or Addressables (which may lead to duplicated textures in build).
https://github.com/AlexeyPerov/Unity-Textures-Hunter
#editortools #optimization #texture
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Unity Tip - You can 𝗜𝘀𝗼𝗹𝗮𝘁𝗲 an 𝗼𝗯𝗷𝗲𝗰𝘁 in Unity 🔍 by selecting it and pressing 𝗦𝗵𝗶𝗳𝘁 + 𝗛
https://www.reddit.com/r/Unity3D/comments/123fo56/unity_tip_you_can_𝗜𝘀𝗼𝗹𝗮𝘁𝗲_an_𝗼𝗯𝗷𝗲𝗰𝘁_in_unity_by/
#tips #editor
https://www.reddit.com/r/Unity3D/comments/123fo56/unity_tip_you_can_𝗜𝘀𝗼𝗹𝗮𝘁𝗲_an_𝗼𝗯𝗷𝗲𝗰𝘁_in_unity_by/
#tips #editor
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Screen Space Path Tracing for Unity's URP (Universal Render Pipeline). Using the full screen pass renderer feature in URP 14.
https://github.com/jiaozi158/UnitySSPathTracingURP
Difference between ray tracing and path tracing: https://blogs.nvidia.com/blog/2022/03/23/what-is-path-tracing/
#pathtracing #urp #shadergraph
https://github.com/jiaozi158/UnitySSPathTracingURP
Difference between ray tracing and path tracing: https://blogs.nvidia.com/blog/2022/03/23/what-is-path-tracing/
#pathtracing #urp #shadergraph
GitHub
GitHub - jiaozi158/UnitySSPathTracingURP: Screen Space Path Tracing for Unity's URP (Universal Render Pipeline).
Screen Space Path Tracing for Unity's URP (Universal Render Pipeline). - jiaozi158/UnitySSPathTracingURP
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The World's Smallest Hash Table
An example how you can optimize an algorithm knowing the details of your particular problem
https://orlp.net/blog/worlds-smallest-hash-table/
#optimization
An example how you can optimize an algorithm knowing the details of your particular problem
https://orlp.net/blog/worlds-smallest-hash-table/
#optimization
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SebLague/Ray-Tracing
A very simple (and slow) ray tracer, coded in C# and HLSL in the Unity engine.
https://github.com/SebLague/Ray-Tracing
You can watch a video about the project here: https://youtu.be/Qz0KTGYJtUk
#raytracing #shader
A very simple (and slow) ray tracer, coded in C# and HLSL in the Unity engine.
https://github.com/SebLague/Ray-Tracing
You can watch a video about the project here: https://youtu.be/Qz0KTGYJtUk
#raytracing #shader
GitHub
GitHub - SebLague/Ray-Tracing
Contribute to SebLague/Ray-Tracing development by creating an account on GitHub.
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EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and helps to keep the game running smoothly and avoid janks or spikes.
Time slicing is a useful technique for optimizing the performance and consistency of games, but should be used carefully to not affect the gameplay too much.
https://github.com/aillieo/EasyTimeSlicing
#slicing
Time slicing is a useful technique for optimizing the performance and consistency of games, but should be used carefully to not affect the gameplay too much.
https://github.com/aillieo/EasyTimeSlicing
#slicing
GitHub
GitHub - aillieo/EasyTimeSlicing: EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and…
EasyTimeSlicing makes it easy to slice heavy tasks into consequent game frames to execute and helps to keep the game running smoothly and avoid janks or spikes. - aillieo/EasyTimeSlicing
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Unity-Demo-Hair-Tests: Various tests of Unity's demo hair system, and Alembic particle grooms imported from Blender.
https://github.com/TCKingCeryn/Unity-Demo-Hair-Tests
#hair #physics
https://github.com/TCKingCeryn/Unity-Demo-Hair-Tests
#hair #physics
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AmogusDither: A simple, customizable dither pixel shader for Unity3D, with an Amogus twist
https://github.com/nbarber20/AmogusDither
#dither #shader
https://github.com/nbarber20/AmogusDither
#dither #shader
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