Everyday Unity – Telegram
Everyday Unity
1.1K subscribers
157 photos
59 videos
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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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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
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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
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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
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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
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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
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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
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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
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Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells

I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made.

https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline-for-2d-animation-in-i-dead-cells-i-

#animation
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Accessing texture data efficiently | Unity Blog

An overview of API to access texture data on CPU and GPU with performance benchmarks as well as intricacies of using various approaches.

https://blog.unity.com/engine-platform/accessing-texture-data-efficiently

#rendering #texture #performance
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How to properly implement movement in Unity 2D: Learn the basis of a proficient platformer controller

Games such as Super Meat Boy, Celeste, The King’s Bird, and Dead Cells represent the gold standard for 2D movement mechanics. These games have achieved this status by creating satisfying and intuitive movement mechanics that are centered around simple directional movement and satisfying jumps. They are excellent platformers because they use a variety of invisible tricks in their physics systems to create the illusion of tight controls. These tricks are crucial in ensuring that the player’s movements feel natural and responsive enhancing the overall gameplay experience.

https://fungies.io/2023/04/11/how-to-properly-implement-movement-in-unity-2d-a-short-guide/

#controller #platformer
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