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
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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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Unity Localized App Title: Localize your Unity app's name and/or icon on Android & iOS
This plugin helps you localize your app's name and/or icon on Android & iOS. Note that the icon doesn't automatically change with the device language on iOS but it's possible to change it at runtime via noscripting API.
https://github.com/yasirkula/UnityMobileLocalizedAppTitle
#localization #native
This plugin helps you localize your app's name and/or icon on Android & iOS. Note that the icon doesn't automatically change with the device language on iOS but it's possible to change it at runtime via noscripting API.
https://github.com/yasirkula/UnityMobileLocalizedAppTitle
#localization #native
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Checklist: How To Create a Unity Asset? (HQ PDF-file with Clickable Links in Comments)
https://www.reddit.com/r/Unity3D/comments/131qndv/checklist_how_to_create_unity_asset_hq_pdffile/
#assetstore
https://www.reddit.com/r/Unity3D/comments/131qndv/checklist_how_to_create_unity_asset_hq_pdffile/
#assetstore
Reddit
From the Unity3D community on Reddit: Checklist ✅ How To Create Unity Asset? ✅ (HQ PDF-file with Clickable Links in Comments)
Explore this post and more from the Unity3D community
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Unity3DCrossSectionShader: CG shader for unity3D to create a cross section through meshes
https://github.com/Dandarawy/Unity3DCrossSectionShader
#slice #crosssection #shader
https://github.com/Dandarawy/Unity3DCrossSectionShader
#slice #crosssection #shader
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Slicing away a mesh visually with just 1 line of code.
A simple technique to slice a mesh, but doesn't allow slicing into more than 2 parts that easy.
https://www.reddit.com/r/Unity3D/comments/137ggh4/slicing_away_a_mesh_visually_with_just_1_line_of/
#shader #slice
A simple technique to slice a mesh, but doesn't allow slicing into more than 2 parts that easy.
https://www.reddit.com/r/Unity3D/comments/137ggh4/slicing_away_a_mesh_visually_with_just_1_line_of/
#shader #slice
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Mouse hover highlight for project window
https://www.reddit.com/r/Unity3D/comments/138dp58/mouse_hover_highlight_for_project_window/
Script: https://pastebin.com/YY0qWwSW
#editortool
https://www.reddit.com/r/Unity3D/comments/138dp58/mouse_hover_highlight_for_project_window/
Script: https://pastebin.com/YY0qWwSW
#editortool
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Popular Roguelike Creators on Design Choices
The article covers topics such as the definition of a roguelike game, the challenges of procedural generation, player choice and permadeath. The designers also share their thoughts on the importance of accessibility and how they approach balancing randomness and player agency in their games. The article provides a useful insight into the design philosophies and decision-making processes of successful roguelike game creators, making it a helpful resource for those interested in developing or understanding this genre of games.
https://80.lv/articles/80-level-digest-popular-roguelike-creators-on-design-choices/
#gamedesign #roguelike #postmortem
The article covers topics such as the definition of a roguelike game, the challenges of procedural generation, player choice and permadeath. The designers also share their thoughts on the importance of accessibility and how they approach balancing randomness and player agency in their games. The article provides a useful insight into the design philosophies and decision-making processes of successful roguelike game creators, making it a helpful resource for those interested in developing or understanding this genre of games.
https://80.lv/articles/80-level-digest-popular-roguelike-creators-on-design-choices/
#gamedesign #roguelike #postmortem
80LV
80 Level Digest: Popular Roguelike Creators on Design Choices
Developers of 10 famous roguelikes talk about the details behind their creations.
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3d-model-ui-preview: Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model
A simple technique that utilizes a render texture.
https://github.com/llamacademy/3d-model-ui-preview
#ui #preview
A simple technique that utilizes a render texture.
https://github.com/llamacademy/3d-model-ui-preview
#ui #preview
GitHub
GitHub - llamacademy/3d-model-ui-preview: Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any…
Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model - llamacademy/3d-model-ui-preview
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Recreating Death Stranding Odradek Terrain Scanner in Unity
https://80.lv/articles/recreating-death-stranding-odradek-terrain-scanner-in-unity/
Repo: https://github.com/sichenn/odradek-terrain-scanner
#vfx #scan
https://80.lv/articles/recreating-death-stranding-odradek-terrain-scanner-in-unity/
Repo: https://github.com/sichenn/odradek-terrain-scanner
#vfx #scan
80LV
Recreating Death Stranding Odradek Terrain Scanner in Unity
Sichen Liu explained how they recreated the Odradek Terrain Scanner effect from Death Stranding using Unity and showed how the visual components and icons were set up.
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Introduction to the A* Algorithm
The post describes the A* algorithm as a combination of two techniques: Dijkstra's algorithm, which explores the graph in a breadth-first search manner, and a heuristic function, which estimates the distance between each node and the goal node. The post provides a step-by-step breakdown of the algorithm, explaining how it works and how it is implemented.
https://www.redblobgames.com/pathfinding/a-star/introduction.html
#pathfinding #astar
The post describes the A* algorithm as a combination of two techniques: Dijkstra's algorithm, which explores the graph in a breadth-first search manner, and a heuristic function, which estimates the distance between each node and the goal node. The post provides a step-by-step breakdown of the algorithm, explaining how it works and how it is implemented.
https://www.redblobgames.com/pathfinding/a-star/introduction.html
#pathfinding #astar
Redblobgames
Red Blob Games: Introduction to A*
Interactive tutorial for A*, Dijkstra's Algorithm, and other pathfinding algorithms
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Easy buttons for the Unity default inspector: These tiny noscripts add the ability to quickly show a button in the inspector for any method. Also supports method arguments. Can be very useful for debugging and testing.
https://github.com/madsbangh/EasyButtons
#editortool #inspector
https://github.com/madsbangh/EasyButtons
#editortool #inspector
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