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
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
Unity
Accessing texture data efficiently
Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.
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Generated Adventure — postmortem of a game made with chatGPT and Midjourney (prompts included)
The post discusses the development process, challenges faced, and insights gained from using AI models for generating an adventure game
https://blog.luden.io/generated-adventure-the-postmortem-of-a-game-made-with-chatgpt-and-midjourney-prompts-included-f87e7e615204
#aigeneration
The post discusses the development process, challenges faced, and insights gained from using AI models for generating an adventure game
https://blog.luden.io/generated-adventure-the-postmortem-of-a-game-made-with-chatgpt-and-midjourney-prompts-included-f87e7e615204
#aigeneration
Medium
Generated Adventure — The Postmortem of a Game Made With chatGPT and Midjourney (Prompts Included)
Generated Adventure is a free web point-and-click adventure game made during the Ludum Dare 53 game jam, involving all the generative…
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Everyday Unity
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…
Shaders Case Study - Dead Cells' Character Art Pipeline (3D -> 2D)
How to make a tool similar to one used in Dead Cells to create animated 2D characters from 3D models.
https://www.youtube.com/watch?v=iNDRre6q98g
#animation
How to make a tool similar to one used in Dead Cells to create animated 2D characters from 3D models.
https://www.youtube.com/watch?v=iNDRre6q98g
#animation
YouTube
Shaders Case Study - Dead Cells' Character Art Pipeline
Get the Shaders for this Video here ➜ https://github.com/Broxxar/PixelArtPipeline
Support me on Patreon ➜ https://www.patreon.com/DanMoran
Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran
Extra Links
Gamasutra article on Dead Cells' art…
Support me on Patreon ➜ https://www.patreon.com/DanMoran
Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran
Extra Links
Gamasutra article on Dead Cells' art…
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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
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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InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader
https://github.com/aleksandrpp/InteractiveSmoke
#smoke #feature
https://github.com/aleksandrpp/InteractiveSmoke
#smoke #feature
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InstantPipes: A Unity editor tool for quickly generating pipes — with pathfinding
https://github.com/letharqic/InstantPipes
#pcg #procedural #pipe
https://github.com/letharqic/InstantPipes
#pcg #procedural #pipe
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UnitySSReflectionURP: Screen Space Reflection for Unity URP (Universal Render Pipeline).
https://github.com/jiaozi158/UnitySSReflectionURP/
#reflection #urp
https://github.com/jiaozi158/UnitySSReflectionURP/
#reflection #urp
GitHub
GitHub - jiaozi158/UnitySSReflectionURP: Screen Space Reflection for Unity URP (Universal Render Pipeline).
Screen Space Reflection for Unity URP (Universal Render Pipeline). - jiaozi158/UnitySSReflectionURP
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Matusson/UCloth: Burst-based Unity cloth simulation
This project is not production ready and no further work will be done. It is primarily intented to be a learning resource
https://github.com/Matusson/UCloth
#cloth
This project is not production ready and no further work will be done. It is primarily intented to be a learning resource
https://github.com/Matusson/UCloth
#cloth
GitHub
GitHub - Matusson/UCloth: Burst-based Unity cloth simulation
Burst-based Unity cloth simulation. Contribute to Matusson/UCloth development by creating an account on GitHub.
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DOTS Samples
- Entities samples
- Netcode samples
- Physics samples
- Entities.Graphics HDRP samples
- Entities.Graphics URP samples
Also contains a list of links to learn more about DOTS
https://github.com/Unity-Technologies/EntityComponentSystemSamples
#dots #ecs
- Entities samples
- Netcode samples
- Physics samples
- Entities.Graphics HDRP samples
- Entities.Graphics URP samples
Also contains a list of links to learn more about DOTS
https://github.com/Unity-Technologies/EntityComponentSystemSamples
#dots #ecs
GitHub
GitHub - Unity-Technologies/EntityComponentSystemSamples
Contribute to Unity-Technologies/EntityComponentSystemSamples development by creating an account on GitHub.
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Everyday Unity
InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader https://github.com/aleksandrpp/InteractiveSmoke #smoke #feature
Counter Strike 2 Smoke
Another example of the smoke implementation. Looks better to me than the previous sample.
https://youtu.be/ryB8hT5TMSg
#smoke #vfx
Another example of the smoke implementation. Looks better to me than the previous sample.
https://youtu.be/ryB8hT5TMSg
#smoke #vfx
YouTube
I Tried Recreating Counter Strike 2's Smoke Grenades
Get 20% Off + Free International Shipping with promo code ACEROLA at
https://mnscpd.com/acerola ! #ad
Counter Strike 2 releases soon and it comes with some very innovative smoke grenades! But, how do these smoke grenades work? Why can't anyone properly recreate…
https://mnscpd.com/acerola ! #ad
Counter Strike 2 releases soon and it comes with some very innovative smoke grenades! But, how do these smoke grenades work? Why can't anyone properly recreate…
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CI/CD pipeline Unity Part 1
How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a
#ci
How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a
#ci
Medium
Setting up a CI/CD pipeline for Unity Part 1
A CI/CD pipeline is an incredibly valuable addition to any Unity project.
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CI/CD pipeline Unity Part 2
Setting up a pipeline for automating the build and release of our project.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-2-e5e6693d4546
#ci
Setting up a pipeline for automating the build and release of our project.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-2-e5e6693d4546
#ci
Medium
Setting up a CI/CD pipeline for Unity Part 2
In this second article in our series, we’ll talk about extending our CI/CD pipeline, to configure a regular automated release
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CI/CD pipeline Unity Part 3
We’ll look at the following options:
- Improving the stability of main by enforcing PRs are up to date before merging.
- Caching to speed up job runs
- Separation and Parallelisation of Jobs
- Ensuring your main branch only contains conventional commit messages
- Self-Hosted Runners and Cache Accelerators
- Only testing code changes
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-3-5885016f4367
#ci
We’ll look at the following options:
- Improving the stability of main by enforcing PRs are up to date before merging.
- Caching to speed up job runs
- Separation and Parallelisation of Jobs
- Ensuring your main branch only contains conventional commit messages
- Self-Hosted Runners and Cache Accelerators
- Only testing code changes
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-3-5885016f4367
#ci
Medium
Setting up a CI/CD pipeline for Unity Part 3
In the 3rd article in this series, we talk pipeline optimisation and improvements for Unity CI/CD. To get faster and more reliable workflow
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Compute Shaders in Unity: GPU Computing, First Compute Shader
A basic post about compute shaders and how to use it to generate a texture. Feels like the text almost completely generated by AI, but still can be used as a gentle introduction into compute shaders.
https://www.artstation.com/blogs/degged/vVzZ/compute-shaders-in-unity-gpu-computing-first-compute-shader
#computeshader
A basic post about compute shaders and how to use it to generate a texture. Feels like the text almost completely generated by AI, but still can be used as a gentle introduction into compute shaders.
https://www.artstation.com/blogs/degged/vVzZ/compute-shaders-in-unity-gpu-computing-first-compute-shader
#computeshader
Artstation
ArtStation - Compute Shaders in Unity: GPU Computing, First Compute Shader
Technical Art Compute Shaders in Unity
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GPUNoiseForUnity: A Unity plugin for generating noise on the GPU for use in the editor.
Allows to generate:
- Shaders that output noise
- Texture2D
- Texture3D
- Heightmaps
https://github.com/heyx3/GPUNoiseForUnity
#noise
Allows to generate:
- Shaders that output noise
- Texture2D
- Texture3D
- Heightmaps
https://github.com/heyx3/GPUNoiseForUnity
#noise
GitHub
GitHub - heyx3/GPUNoiseForUnity: A Unity plugin for generating noise on the GPU for use in the editor.
A Unity plugin for generating noise on the GPU for use in the editor. - GitHub - heyx3/GPUNoiseForUnity: A Unity plugin for generating noise on the GPU for use in the editor.
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Aim-IK: A Unity package, to procedurally orientate the character's head (and spine) in a direction without using any animation data.
https://github.com/ehsan-mohammadi/Aim-IK
#ik #aim
https://github.com/ehsan-mohammadi/Aim-IK
#ik #aim
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NSprites: Unity DOTS Sprite Rendering Package
This framework provides sprite rendering system compatible with Entities package (unity ECS).
Basically it sync whatever entity component you want with GPU data to perform instanced rendering. As a result all entities with same Material can be rendered with single drawcall.
How it works
SpriteRenderingSystem sync registered entity components with ComputeBuffers to send data to GPU and then renders entities with Graphics.DrawMeshInstancedProcedural. System also controls how ComputeBuffers reallocates if capacity exceeds. Sprites are simple entities with no limits of what components you use.
https://github.com/Antoshidza/NSprites
Sample project: https://github.com/Antoshidza/Age-of-Sprites
#dots #sprite #rendering
This framework provides sprite rendering system compatible with Entities package (unity ECS).
Basically it sync whatever entity component you want with GPU data to perform instanced rendering. As a result all entities with same Material can be rendered with single drawcall.
How it works
SpriteRenderingSystem sync registered entity components with ComputeBuffers to send data to GPU and then renders entities with Graphics.DrawMeshInstancedProcedural. System also controls how ComputeBuffers reallocates if capacity exceeds. Sprites are simple entities with no limits of what components you use.
https://github.com/Antoshidza/NSprites
Sample project: https://github.com/Antoshidza/Age-of-Sprites
#dots #sprite #rendering
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Randomation Vehicle Physics
This is a vehicle physics system for the Unity engine, originally developed with Unity 5.6. The most recent Unity version it has been tested with is 2019.2.9. It aims to achieve semi-realistic, general-purpose driving mechanics. This was originally sold on the asset store as Randomation Vehicle Physics 2.0.
https://github.com/JustInvoke/Randomation-Vehicle-Physics
#car #physics
This is a vehicle physics system for the Unity engine, originally developed with Unity 5.6. The most recent Unity version it has been tested with is 2019.2.9. It aims to achieve semi-realistic, general-purpose driving mechanics. This was originally sold on the asset store as Randomation Vehicle Physics 2.0.
https://github.com/JustInvoke/Randomation-Vehicle-Physics
#car #physics
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MegacityMultiplayer: Megacity Multiplayer is an action-packed, shooter game based on the original Megacity sample. It leverages the power of Netcode for Entities for an immersive, multiplayer experience that can support 64+ players simultaneously.
Start-up times seem fun:
When going into the main scene, subscenes need to import: Up to 20 min
When going into the playmode, server world is created: Up to 30 min
https://github.com/Unity-Technologies/MegacityMultiplayer
#netcode #megacity
Start-up times seem fun:
When going into the main scene, subscenes need to import: Up to 20 min
When going into the playmode, server world is created: Up to 30 min
https://github.com/Unity-Technologies/MegacityMultiplayer
#netcode #megacity
GitHub
GitHub - Unity-Technologies/Megacity-2019: Megacity is a sample showcasing streaming a large scale environment. It also contains…
Megacity is a sample showcasing streaming a large scale environment. It also contains an action-packed, multiplayer shooter mode. It leverages the power of Netcode for Entities for an immersive, mu...
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gpt4all.unity: this is Unity bindings for the gpt4all. It provides high-performance inference of large language models (LLM) running on your local machine.
Main features:
- Chat-based LLM that can be used for NPCs and virtual assistants
- Models of different sizes for commercial and non-commercial use
- Fast CPU based inference
- Runs on local users device without Internet connection
- Free and open source
https://github.com/Macoron/gpt4all.unity
#ai #gpt
Main features:
- Chat-based LLM that can be used for NPCs and virtual assistants
- Models of different sizes for commercial and non-commercial use
- Fast CPU based inference
- Runs on local users device without Internet connection
- Free and open source
https://github.com/Macoron/gpt4all.unity
#ai #gpt
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