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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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
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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
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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
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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
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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
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You can use Unity's particle system as the basis for your targeting/seeking mechanics using just the built-in Force Field component

https://www.reddit.com/r/Unity3D/comments/13td8dz/you_can_use_unitys_particle_system_as_the_basis/

#particles #missile
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procedural-stochastic-texturing: Modified Shader Graph package implementing Procedural Stochastic Texturing

https://github.com/UnityLabs/procedural-stochastic-texturing

Usage with shaders: https://blogs.unity3d.com/2019/02/14/procedural-stochastic-texturing-in-unity/

#texture #stochastic #shadergraph
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Unity-2D-Sprite-Animator: Simple and easy animator for 2D games in Unity Engine

Unity's Animator was made for 3D games, it has a lot of interpolation settings and it's a hell to manage.
Unity's Animator is not fast to setup, you need to create animations, save it in a folder, setup transitions/parameters, try to organize the Animator window, etc

Performance
Unity's Animator is pretty expensive for simple 2D games.
Benchmarking
For the benchmark there is a simple test on an empty URP project with 2D Rendering/Lighting and 10.000 2D characters playing a 5-frames-long idle animation.
The results:
Unity Default Animator
Animator disabled: 130 FPS.
Animator enabled: 15 FPS.
Sprite Animator
Animator disabled: 130 FPS.
Animator enabled: 85 FPS.

https://github.com/GabrielBigardi/Unity-2D-Sprite-Animator

#animation
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HDRP Water Sample Scenes: This HDRP project is a collection of scenes showcasing the use of the new water system in various scenarios.

https://github.com/Unity-Technologies/WaterScenes

#water #hdrp
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The Complete Asynchronous Programming Primer for Unity Development

A good overview of asynchronous techniques in Unity. async/await is described way too in details compared to others, but it is still written in pretty simple terms which is great. And info about new Awaitable type in Unity 2023.1 is def worth reading.

https://hackernoon.com/the-complete-asynchronous-programming-primer-for-unity-development

#async #awaitable
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Improved Unity DOTS vs Multithreaded Assembly

The video contains examples how you can improve performance when using DOTS and compares it to a direct asm implementation

https://youtu.be/82XkA2r8HNQ

#dots
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A shader for Unity providing cel-shading. (Forward rendering)

https://github.com/s-ilent/scss

#shader #celshading
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What AI for Unity DOTS

Gives an overview of AI implementation approaches. Shares existing open source DOTS solutions for FSM and BT.
In the end the author shows his own PoC implementation of Utility AI using DOTS (mainly Entities)

https://pixelmatic.github.io/articles/2020/05/13/ecs-and-ai.html

Repo with DOTS utility AI: https://github.com/kaminaritukane/ECS_UtilityAI.git

#ai #dots
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animation.gif
45.5 MB
Drecon implementation: This is a reimplementation of the Drecon paper for user controlled physically-simulated characters using Unity-ML Agents

The difference between this and most other physically simulated controllers is that here the program actually controls every muscle in order to match the target pose. It's not using IK to determine where a limb should be and moving it there, the neural net backing this has to learn how to "flex" all of its muscles to achieve the target pose.

https://github.com/AliBharwani/Drecon/

Video with details: https://youtu.be/dqIwWVMw7HM

#motionmatching #animation #ml
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URP-WaterShaders: Procedural Water Surface and Underwater Caustics with distortion for Unity URP

This project demonstrates three procedural shadergraphs, for creating immersive underwater caustics and water surface with distortion. All shadergraphs are meant to be used as templates for your own shaders.

https://github.com/aniruddhahar/URP-WaterShaders

Demo video: https://youtu.be/1XAbvmTKjJI

#shadergraph #water #caustics #urp
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ShaderGraph examples and demos: Collection of ShaderGraph examples for Unity.

Dissolve
Fire
Flag
Hologram
Pixelate
Toon

https://github.com/andydbc/unity-shadergraph-sandbox

#shadergraph
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