Everyday Unity – Telegram
Everyday Unity
1.1K subscribers
157 photos
59 videos
42 files
2.36K links
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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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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Wave Function Collapse Algorithm for Level Generation

Gives a high-level idea how to generate non-square grids

http://blog.seedganggames.com/quick-wfc-demo/

#wfc #pcg
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Open Source Kinematic Character Controller for Unity

There are also links in the denoscription with videos about kinematic controllers, which might be useful to check before implementing your own solution.
Code is also pretty well organized.

https://github.com/nicholas-maltbie/OpenKCC

#kinematic #character
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Chunk Iteration in Entities 1.0

The author doesn't mention clearly when to use chunk iteration so here's a little note on this:
Iterating with IJobChunk requires more code setup than using IJobEntity (which generates an IJobChunk under the hood). To automatically benefit from any future source-generation improvements, most jobs that perform a single iteration over a chunk's entities should prefer IJobEntity (optionally implementing the IJobEntityChunkBeginEnd interface as well, for any custom chunk-level operations before and after the core entity iteration loop).
Some examples of use cases which require IJobChunk:
- jobs which do not iterate over each chunk's entities at all (e.g. gathering per-chunk statistics)
- jobs which perform multiple iterations over a chunk's entities, or which iterate in a unusual order

https://coffeebraingames.wordpress.com/2023/06/25/chunk-iteration-in-entities-1-0/

#dots #chunk #ecs
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Weighted Random Sample

The implementation of this technique allows for the random selection of items with varying probabilities based on their assigned weights, e.g. loot boxes, or skill selection system similar to Vampire Survivors, where you have more chances to receive upgrade for an already obtained skill rather than a new random one.

https://gist.github.com/Nox7atra/3611b5dc0ccd45906010987b694bd43a

#weighted #random
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