Everyday Unity – Telegram
Everyday Unity
1.1K subscribers
157 photos
59 videos
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2.36K links
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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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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AmogusDither: A simple, customizable dither pixel shader for Unity3D, with an Amogus twist

https://github.com/nbarber20/AmogusDither

#dither #shader
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