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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Extended Q&A: Optimizing memory and build size with Addressables | Unity Blog
The post provides a useful overview of the Addressable Asset System and how it can be used correctly to optimize Unity game performance, making it a valuable read.
https://blog.unity.com/engine-platform/extended-q-a-optimizing-memory-and-build-size-with-addressables
#addressables
The post provides a useful overview of the Addressable Asset System and how it can be used correctly to optimize Unity game performance, making it a valuable read.
https://blog.unity.com/engine-platform/extended-q-a-optimizing-memory-and-build-size-with-addressables
#addressables
Unity
Extended Q&A: Optimizing memory and build size with Addressables
In this extended question-and-answer (Q&A) from February’s Accelerate Success webinar, discover the community’s most pressing questions – and our team’s answers – about optimizing memory and build size for Addressables.
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Pretty water for a game
https://www.reddit.com/r/gamedev/comments/1375ibf/heres_how_i_made_pretty_water_for_my_game/
Source code of a Godot shader, but gives you the idea and can be ported to HLSL: https://godotshaders.com/shader/pixel-ghibli-water/
#shader #water
https://www.reddit.com/r/gamedev/comments/1375ibf/heres_how_i_made_pretty_water_for_my_game/
Source code of a Godot shader, but gives you the idea and can be ported to HLSL: https://godotshaders.com/shader/pixel-ghibli-water/
#shader #water
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Darktide-40K-in-Unity-FullBody-FPS-Controller: A completely refactored, Open Source Full Body FPS Controller. Inspired by Darktide and DISHONORED/ Dark Messiah, uses TWO armatures to layer Generic "Arms-Only" FPS Animations, without losing any of the "Full-Body" Animations underneath.
https://github.com/TCKingCeryn/Darktide-40K-in-Unity-FullBody-FPS-Controller
A full showcase video in the comments.
#fps #controller
https://github.com/TCKingCeryn/Darktide-40K-in-Unity-FullBody-FPS-Controller
A full showcase video in the comments.
#fps #controller
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DelayNoMoreUnity: A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback Netcode inspired by GGPO. Also has a high level denoscription how it works to synchronize across multiple players
https://github.com/genxium/DelayNoMoreUnity
#netcode #rollback #lagcompensation
https://github.com/genxium/DelayNoMoreUnity
#netcode #rollback #lagcompensation
GitHub
GitHub - genxium/DelayNoMoreUnity: A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback…
A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback Netcode inspired by GGPO - genxium/DelayNoMoreUnity
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TrueTrace-Unity-Pathtracer: Fast Compute Shader based path tracing
https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
#pathtracing #computeshader
https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
#pathtracing #computeshader
GitHub
GitHub - Pjbomb2/TrueTrace-Unity-Pathtracer: A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores - Pjbomb2/TrueTrace-Unity-Pathtracer
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MotionMatchingByDreaw: Animation system for Unity engine based on motion matching
Motion matching is a technique used in game development to create realistic character animations. It involves blending and transitioning between pre-recorded motion capture data or animation clips based on the character's current state and desired action.
Contrary to the traditional technique where character animations in games are created by manually designing and blending different animation clips to achieve the desired movements. However, this process can be time-consuming and may result in animations that don't always look natural or fluid.
https://github.com/dreaw131313/MotionMatchingByDreaw
#animation #motionmatching
Motion matching is a technique used in game development to create realistic character animations. It involves blending and transitioning between pre-recorded motion capture data or animation clips based on the character's current state and desired action.
Contrary to the traditional technique where character animations in games are created by manually designing and blending different animation clips to achieve the desired movements. However, this process can be time-consuming and may result in animations that don't always look natural or fluid.
https://github.com/dreaw131313/MotionMatchingByDreaw
#animation #motionmatching
GitHub
GitHub - dreaw131313/MotionMatchingByDreaw: Animation system for Unity engine based on motion matching
Animation system for Unity engine based on motion matching - dreaw131313/MotionMatchingByDreaw
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How Nintendo solved Zelda's open world problem
This video explores the biggest challenge faced when developing The Legend of Zelda: Breath of the Wild. Nintendo wanted to create a sense of freedom and exploration while also guiding players towards key story locations. They focused on creating a variety of attractive landmarks and points of interest, such as shrines, stables, and enemy camps, each offering unique benefits. They also used the triangle rule, designing the landscape with triangular formations that naturally guided the player's eye and revealed new locations gradually. This created a chain reaction of discoveries, drawing players organically across the map. With this approach, players freely explored while still ending up at important story locations.
https://youtu.be/CZzcVs8tNfE
#openworld #gamedesign #leveldesign
This video explores the biggest challenge faced when developing The Legend of Zelda: Breath of the Wild. Nintendo wanted to create a sense of freedom and exploration while also guiding players towards key story locations. They focused on creating a variety of attractive landmarks and points of interest, such as shrines, stables, and enemy camps, each offering unique benefits. They also used the triangle rule, designing the landscape with triangular formations that naturally guided the player's eye and revealed new locations gradually. This created a chain reaction of discoveries, drawing players organically across the map. With this approach, players freely explored while still ending up at important story locations.
https://youtu.be/CZzcVs8tNfE
#openworld #gamedesign #leveldesign
YouTube
How Nintendo Solved Zelda's Open World Problem
🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴
To mark the release of The Legend of Zelda: Tears of the Kingdom, let's look back at the making of Breath of the Wild's open world.
=== Sources ===
How the…
To mark the release of The Legend of Zelda: Tears of the Kingdom, let's look back at the making of Breath of the Wild's open world.
=== Sources ===
How the…
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Post-Processing Wireframe/Outlines: A simple post-processing outline effect that uses depth-based edge detection (Built-in RP).
A wireframe and outline (2-in-1) effect for Unity that uses depth-based edge detection to render thick, quality post-processing wireframes and outlines. You can control the line thickness, edge detection threshold, colour, and blend state. Unlike the typical edge-detection techniques of using a sobel filter/kernel, we compare depth against the local area average- calculated using what is essentially box blur.
https://github.com/MirzaBeig/Post-Processing-Wireframe-Outlines
#postprocess #wireframe #shader
A wireframe and outline (2-in-1) effect for Unity that uses depth-based edge detection to render thick, quality post-processing wireframes and outlines. You can control the line thickness, edge detection threshold, colour, and blend state. Unlike the typical edge-detection techniques of using a sobel filter/kernel, we compare depth against the local area average- calculated using what is essentially box blur.
https://github.com/MirzaBeig/Post-Processing-Wireframe-Outlines
#postprocess #wireframe #shader
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Dark_And_Stormy_3.gif
31.5 MB
Dark and Stormy: a funky skybox shader for Unity.
http://vfxmike.blogspot.com/2018/07/dark-and-stormy.html
Repo: https://github.com/SquirrelyJones/DarkAndStormy
#shader #clouds
http://vfxmike.blogspot.com/2018/07/dark-and-stormy.html
Repo: https://github.com/SquirrelyJones/DarkAndStormy
#shader #clouds
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Everyday Unity
Darktide-40K-in-Unity-FullBody-FPS-Controller: A completely refactored, Open Source Full Body FPS Controller. Inspired by Darktide and DISHONORED/ Dark Messiah, uses TWO armatures to layer Generic "Arms-Only" FPS Animations, without losing any of the "Full…
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Multiplayer Unity FullBody FPS Controller: A collaborative test project with a simple Mirror Multiplayer game. Built to test a potential workflow with remote artists and programmers.
Built on top of Free Open-Source FullBody FPS Controller I shared recently.
https://github.com/TCKingCeryn/Multiplayer-Unity-FullBody-FPS-Controller
#character #fps #netcode
Built on top of Free Open-Source FullBody FPS Controller I shared recently.
https://github.com/TCKingCeryn/Multiplayer-Unity-FullBody-FPS-Controller
#character #fps #netcode
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Managed Shell Objects: How Bad are Leaked Managed Shells?
https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/managed-shell-objects.html
Repo with a sample of a leaked managed shell: https://github.com/keijiro/ManagedShellTest
#memory
https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/managed-shell-objects.html
Repo with a sample of a leaked managed shell: https://github.com/keijiro/ManagedShellTest
#memory
GitHub
GitHub - keijiro/ManagedShellTest
Contribute to keijiro/ManagedShellTest development by creating an account on GitHub.
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How to use RaycastCommand
RaycastCommand is API that allows multiple raycast requests to be made in jobs. By using RaycastCommand instead of multiple calls to methods like Physics.Raycast(), the time spent on raycasts on the main thread can be reduced. The post contains code samples to demonstrate the comparison between raycasts using Physics.RaycastNonAlloc() and RaycastCommand. The results show the benefits of using RaycastCommand for efficient raycast operations.
https://coffeebraingames.wordpress.com/2023/05/22/how-to-use-raycastcommand/
#physics #jobs #raycast
RaycastCommand is API that allows multiple raycast requests to be made in jobs. By using RaycastCommand instead of multiple calls to methods like Physics.Raycast(), the time spent on raycasts on the main thread can be reduced. The post contains code samples to demonstrate the comparison between raycasts using Physics.RaycastNonAlloc() and RaycastCommand. The results show the benefits of using RaycastCommand for efficient raycast operations.
https://coffeebraingames.wordpress.com/2023/05/22/how-to-use-raycastcommand/
#physics #jobs #raycast
COFFEE BRAIN GAMES
How to use RaycastCommand
It’s been a while since my last post. I was busy with processing my Visa and exit clearance since the last one. I haven’t opened Unity since then. I arrived in Germany last February 9 a…
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