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How to create a Space Portal with HLSL in Unity
https://www.jettelly.com/blog/how-to-create-a-space-portal-with-hlsl-in-unity/
#shader #portal
https://www.jettelly.com/blog/how-to-create-a-space-portal-with-hlsl-in-unity/
#shader #portal
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project-curator: A convenient tool to help cleaning and maintaining Unity Projects 🧹✨
Project Curator is an Unity Editor window that, based on the currently selected Asset, displays the following information: Each asset it depends on (called dependencies). Each asset that depends on it (called referencers) Very useful to know if an Asset is can be safely deleted or not.
Whether the asset is included in the build or not, depending on the nature of the Asset and its referencers (checked recursively)
https://github.com/ogxd/project-curator
#editortool
Project Curator is an Unity Editor window that, based on the currently selected Asset, displays the following information: Each asset it depends on (called dependencies). Each asset that depends on it (called referencers) Very useful to know if an Asset is can be safely deleted or not.
Whether the asset is included in the build or not, depending on the nature of the Asset and its referencers (checked recursively)
https://github.com/ogxd/project-curator
#editortool
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Simple 2D Character Controller
A good starting point for implementation of your own kinematic 2D character controller.
https://roystan.net/articles/character-controller-2d/
Repo: https://github.com/IronWarrior/2DCharacterControllerTutorial
#character #kinematic
A good starting point for implementation of your own kinematic 2D character controller.
https://roystan.net/articles/character-controller-2d/
Repo: https://github.com/IronWarrior/2DCharacterControllerTutorial
#character #kinematic
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Unity3D - Personal Notebook: A notebook filled with a variety of Unity-related content by a seasoned game developer.
It is especially helpful for new developers as it provides the following:
- A list of existing assets that the author typically includes in their projects.
- UI tips: Although Unity's documentation has greatly improved in terms of UI and its optimizations, this notebook can still serve as a handy cheat sheet to refresh your knowledge.
- The building process and how to troubleshoot potential issues.
- Optimization tips
- Editor tips and tricks
and many more
https://docs.google.com/document/d/1-EFSFLf8bJTZq60kwLzHBOTnb9nv6_Oelu5ho6J_-uI/edit#heading=h.qolyg3va2zkn
#book #tips
It is especially helpful for new developers as it provides the following:
- A list of existing assets that the author typically includes in their projects.
- UI tips: Although Unity's documentation has greatly improved in terms of UI and its optimizations, this notebook can still serve as a handy cheat sheet to refresh your knowledge.
- The building process and how to troubleshoot potential issues.
- Optimization tips
- Editor tips and tricks
and many more
https://docs.google.com/document/d/1-EFSFLf8bJTZq60kwLzHBOTnb9nv6_Oelu5ho6J_-uI/edit#heading=h.qolyg3va2zkn
#book #tips
Google Docs
Unity3D - Personal Notebook
Unity3D - Personal Notebook Last updated: Sat 10 Apr 2021 (Please note: This is a live document by Steven Yau @yaustar & https://stevenyau.co.uk) I tend to jump between engines/languages/frameworks depending on my job and wanted to put together a document…
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Improving Burst Inspector search performance
Another example how standard methods might be a lot slower due to various reasons, for instance safety checks. And how own implementation may leverage some assumptions to provide performance gains.
But as usual, always profile.
https://blog.unity.com/engine-platform/improving-burst-inspector-search-performance
#optimization
Another example how standard methods might be a lot slower due to various reasons, for instance safety checks. And how own implementation may leverage some assumptions to provide performance gains.
But as usual, always profile.
https://blog.unity.com/engine-platform/improving-burst-inspector-search-performance
#optimization
Unity
Improving Burst Inspector search performance
Discover ways to use the Unity Profiler to investigate performance bottlenecks in your program and how to fix them.
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How to Design Levels With the "Super Mario World Method"
This article explores how challenges evolve and expand in platformers, using Super Mario as an example.
https://gamedevelopment.tutsplus.com/how-to-design-levels-with-the-super-mario-world-method--cms-25177a
#leveldesign #gamedesign
This article explores how challenges evolve and expand in platformers, using Super Mario as an example.
https://gamedevelopment.tutsplus.com/how-to-design-levels-with-the-super-mario-world-method--cms-25177a
#leveldesign #gamedesign
Code Envato Tuts+
How to Design Levels With the "Super Mario World Method"
A couple of years ago, I wrote a book analyzing every level in Super Mario World (1990), where I identified the systematic way in which most of the game’s levels were created. Super Mario World is...
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Ocean waves simulation with Fast Fourier transform
https://www.youtube.com/watch?v=kGEqaX4Y4bQ
Repo: https://github.com/gasgiant/FFT-Ocean
#fft #water
https://www.youtube.com/watch?v=kGEqaX4Y4bQ
Repo: https://github.com/gasgiant/FFT-Ocean
#fft #water
YouTube
Ocean waves simulation with Fast Fourier transform
How does ocean waves simulation with Fast Fourier transform work?
Source code:
https://github.com/gasgiant/FFT-Ocean
Music:
https://soundcloud.com/igor_vaiman
Catlike Coding on Gerstner waves:
https://catlikecoding.com/unity/tutorials/flow/waves/
3Blue1Brown…
Source code:
https://github.com/gasgiant/FFT-Ocean
Music:
https://soundcloud.com/igor_vaiman
Catlike Coding on Gerstner waves:
https://catlikecoding.com/unity/tutorials/flow/waves/
3Blue1Brown…
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Compute Shaders in Unity: Processing transforms with GPU
The noscript is a bit misleading, it's about how to pass data to a compute shader, modify, and then return back to a C# noscript. Transforms are still processed on the main thread. But it's still a decent example how to use compute shaders.
https://www.artstation.com/blogs/degged/KOre/compute-shaders-in-unity-processing-transforms-with-gpu
#compute #shader
The noscript is a bit misleading, it's about how to pass data to a compute shader, modify, and then return back to a C# noscript. Transforms are still processed on the main thread. But it's still a decent example how to use compute shaders.
https://www.artstation.com/blogs/degged/KOre/compute-shaders-in-unity-processing-transforms-with-gpu
#compute #shader
Artstation
ArtStation - Compute Shaders in Unity: Processing transforms with GPU
Technical Art Compute Shaders in Unity. Processing transforms with GPU
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Technical Interview Preparation
A notebook by a seasoned game developer with questions that are usually asked at technical interviews.
https://docs.google.com/document/d/1GEy-tPO048rsg4XNS_f-jiHZWYlH6gXAUJ_v7PoUynA/
#interview
A notebook by a seasoned game developer with questions that are usually asked at technical interviews.
https://docs.google.com/document/d/1GEy-tPO048rsg4XNS_f-jiHZWYlH6gXAUJ_v7PoUynA/
#interview
Google Docs
Technical Interview Preparation
Technical Interview Preparation Last updated: Sat 24 Sep 2022 (Please note: This is a live document by Steven Yau @yaustar & https://stevenyau.co.uk) This is what I use and keep updated to prepare for technical interviews based on my previous experience…
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Position-Based-Dynamics: A PBD fluid in unity running on the GPU
Position based dynamics is a method used to simulate physical phenomena like cloth, deformation, fluids, fractures, rigidness and much more. The key process in PBD is to simulate the object as a set of points and constraints. Forces are applied to the points to move them and then the constraints make sure the points wont move in a way that violates the simulation.
https://github.com/Scrawk/PBD-Fluid-in-Unity
#simulation #fluid
Position based dynamics is a method used to simulate physical phenomena like cloth, deformation, fluids, fractures, rigidness and much more. The key process in PBD is to simulate the object as a set of points and constraints. Forces are applied to the points to move them and then the constraints make sure the points wont move in a way that violates the simulation.
https://github.com/Scrawk/PBD-Fluid-in-Unity
#simulation #fluid
GitHub
GitHub - Scrawk/PBD-Fluid-in-Unity: A PBD fluid in unity running on the GPU
A PBD fluid in unity running on the GPU. Contribute to Scrawk/PBD-Fluid-in-Unity development by creating an account on GitHub.
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Terrain Scanner Effect
An interesting approach is used to achieve the scanner effect: spawn a transparent sphere with an intersection shader and scale it over time.
https://youtu.be/9DshpqhKDz0
#shadergraph #scan
An interesting approach is used to achieve the scanner effect: spawn a transparent sphere with an intersection shader and scale it over time.
https://youtu.be/9DshpqhKDz0
#shadergraph #scan
YouTube
Unity Shader Graph - Terrain Scanner Effect Tutorial
Let's see how to create a Terrain Scanner effect in Unity! With the help of Shader Graph this tutorial shows an approach to scanning terrains in games similarly to Death Stranding or No Man's Sky! Enjoy folks!
00:00 Intro
01:07 Scene Overview
01:37 Particle…
00:00 Intro
01:07 Scene Overview
01:37 Particle…
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Supercharge Your Game with Unity ECS: Scaling from 3 to 5000 Characters
The video is in Japanese, but it's made by the one and only Keijiro and has subnoscripts.
Shows how using [BurstCompile] and jobs improves performance in the sample by a lot.
https://www.youtube.com/watch?v=zn3m6ZFppdQ
#ecs #dots
The video is in Japanese, but it's made by the one and only Keijiro and has subnoscripts.
Shows how using [BurstCompile] and jobs improves performance in the sample by a lot.
https://www.youtube.com/watch?v=zn3m6ZFppdQ
#ecs #dots
YouTube
Unity ECS で高速化!とりあえずキャラを 5,000 体出してみよう!
Unity ECS (Entity Component System) チュートリアルの第2弾です。前回はパフォーマンスの話を敢えて避けましたが、今回はいよいよ最適化に取り組んでみたいと思います。前回は3体だけだった人形を 5,000 体にまで増やしてみましょう。 ECS なら大丈夫!前回のチュートリアルはこちら...
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Improvements to Unity shader files in Rider 2023.2
TL;DR: More autocompletion in Rider when working with shaders, which is always great and should help a lot, especially developers who are new to writing shaders.
https://blog.jetbrains.com/dotnet/2023/07/25/improvements-to-unity-shader-files-in-rider-2023-2/
#shader
TL;DR: More autocompletion in Rider when working with shaders, which is always great and should help a lot, especially developers who are new to writing shaders.
https://blog.jetbrains.com/dotnet/2023/07/25/improvements-to-unity-shader-files-in-rider-2023-2/
#shader
The JetBrains Blog
Improvements to Unity shader files in Rider 2023.2 | The .NET Tools Blog
With the release of Rider 2023.2 just around the corner, it’s time to take a look at all the new features we’ve added for Unity shader files. This release builds on the existing support for ShaderL
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Mechanics and tricks from Platformers applied to Endless Runners to improve experience
The author describes multiple platformer mechanics and provides code samples for them. I believe such mechanics are must have in a platformer game nowadays, and I definitely gonna implement all of them in a kinematic character controller I develop for my own roguelike game with platformer mechanics.
The list of mechanics:
- Early Fall: Player descends as soon as jump button is let go ending jump early.
- Jump Buffering: When the character is already in the air pressing jump moments before touching the ground will trigger jump as soon as they land.
- Predict Ground Collision: When the character is already in the air pressing jump and there is a platform near and below, it can jump as it is already on the ground.
- Coyote Time: Jump still triggered a few frames after running off a ledge.
- Catch Missed Jumps: If a player doesn’t quite make a jump either lift them up a few pixels or change the collision mask so their feet don’t hit the wall.
https://arielcoppes.dev/2023/04/10/platformer_techniques_in_endless_runner.html
#platformer
The author describes multiple platformer mechanics and provides code samples for them. I believe such mechanics are must have in a platformer game nowadays, and I definitely gonna implement all of them in a kinematic character controller I develop for my own roguelike game with platformer mechanics.
The list of mechanics:
- Early Fall: Player descends as soon as jump button is let go ending jump early.
- Jump Buffering: When the character is already in the air pressing jump moments before touching the ground will trigger jump as soon as they land.
- Predict Ground Collision: When the character is already in the air pressing jump and there is a platform near and below, it can jump as it is already on the ground.
- Coyote Time: Jump still triggered a few frames after running off a ledge.
- Catch Missed Jumps: If a player doesn’t quite make a jump either lift them up a few pixels or change the collision mask so their feet don’t hit the wall.
https://arielcoppes.dev/2023/04/10/platformer_techniques_in_endless_runner.html
#platformer
Ariel Coppes [Game Developer]
Mechanics and tricks from Platformers applied to Endless Runners to improve experience
There are multiple mechanics and tricks from Platformer games that can be applied in Endless Runners as well. I want to share here what am I doing for the game I am working on and how.
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Platforming Tips and Tricks
As a game developer it is your job to make the character move as the player wants, NOT how the player inputs controls. Even if you think your niche is having a very hard game that only makes it more important that your controls are forgiving.
The post also contains a playable demo with these tricks implemented.
http://www.davetech.co.uk/gamedevplatformer
Repo of the demo: https://github.com/DavidStrachan/GM-Perfect-Platforming-Paragon
#platformer
As a game developer it is your job to make the character move as the player wants, NOT how the player inputs controls. Even if you think your niche is having a very hard game that only makes it more important that your controls are forgiving.
The post also contains a playable demo with these tricks implemented.
http://www.davetech.co.uk/gamedevplatformer
Repo of the demo: https://github.com/DavidStrachan/GM-Perfect-Platforming-Paragon
#platformer
👍5
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kyubuns/AppIconChangerUnity: Change the app icon dynamically in Unity (iOS only)
https://github.com/kyubuns/AppIconChangerUnity
#icon #ios #native
https://github.com/kyubuns/AppIconChangerUnity
#icon #ios #native
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Unity VFX Graph VS Particle System
A good comparison of these tools in case you haven't used VFX graph yet.
https://youtu.be/XSdXvhLjVEk
#particle #vfxgraph
A good comparison of these tools in case you haven't used VFX graph yet.
https://youtu.be/XSdXvhLjVEk
#particle #vfxgraph
YouTube
Unity VFX Graph VS Particle System - Comparing
Today, in Unity, we have a side-by-side of the Visual Effect Graph and the Particle System. Let's see the differences between this two when it comes to creating VFX for Games in Unity!
*ASSET STORE SALE* : https://assetstore.unity.com/?aid=1100l3Jhu
💥Patreon:…
*ASSET STORE SALE* : https://assetstore.unity.com/?aid=1100l3Jhu
💥Patreon:…
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Three tricks with Dictionary
Tricks are:
Custom key comparer,
TryGetValue,
GetValueOrDefault
These methods can help avoid custom workarounds when working with dictionaries
https://steven-giesel.com/blogPost/53090b7c-d594-4b55-b513-60bcc7b36f35
#dictionary
Tricks are:
Custom key comparer,
TryGetValue,
GetValueOrDefault
These methods can help avoid custom workarounds when working with dictionaries
https://steven-giesel.com/blogPost/53090b7c-d594-4b55-b513-60bcc7b36f35
#dictionary
Steven-Giesel
Three tricks with Dictionary
In this short blog post, I want to showcase two nice tricks you can do with everybody's favorite data type: the dictionary.
It is a versatile data structure, and we can make it even more versatile!
It is a versatile data structure, and we can make it even more versatile!
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How to instantiate a prefab in ECS?
It's interesting how such a big post needed to describe so simple action as instantiation. And it doesn't even touch the topic of using a hybrid approach, for instance to connect entity to Animator so your instantiated object can be animated using Mecanim and triggered from ECS.
https://coffeebraingames.wordpress.com/2023/07/28/how-to-instantiate-a-prefab-in-ecs/
#dots #ecs
It's interesting how such a big post needed to describe so simple action as instantiation. And it doesn't even touch the topic of using a hybrid approach, for instance to connect entity to Animator so your instantiated object can be animated using Mecanim and triggered from ECS.
https://coffeebraingames.wordpress.com/2023/07/28/how-to-instantiate-a-prefab-in-ecs/
#dots #ecs
COFFEE BRAIN GAMES
How to instantiate a prefab in ECS?
Reddit is my main social media of choice. I just really like text content more and I can choose to stay in topics or communities that I like and eventually run out of content to consume as compared…
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SHOULD YOU DO EARLY ACCESS?
Basically the EA path is high risk, and slightly higher reward. Don’t do EA because you need “feedback.”
https://howtomarketagame.com/2023/07/27/should-you-do-early-access
#marketing
Basically the EA path is high risk, and slightly higher reward. Don’t do EA because you need “feedback.”
https://howtomarketagame.com/2023/07/27/should-you-do-early-access
#marketing
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8 TIPS to get MORE WISHLISTS!
1. Take part in the Steam fest
2. Make sure the game is polished
3. Provide a really good tutorial to teach players how to play the game
4. Implement analytics, especially for tutorial to track at which step users drop the game
5. Use Cloud Diagnostics (a Unity service for errors and crashes)
6. Add an in-game feedback form
7. Boost wishlists a week before the fest
8. Do livestreams during the fest
https://www.youtube.com/watch?v=-cnjCyYCxxc
#marketing
1. Take part in the Steam fest
2. Make sure the game is polished
3. Provide a really good tutorial to teach players how to play the game
4. Implement analytics, especially for tutorial to track at which step users drop the game
5. Use Cloud Diagnostics (a Unity service for errors and crashes)
6. Add an in-game feedback form
7. Boost wishlists a week before the fest
8. Do livestreams during the fest
https://www.youtube.com/watch?v=-cnjCyYCxxc
#marketing
YouTube
8 TIPS to get MORE WISHLISTS!
🎮 Play the FREE Demo! (and wishlist) https://cmonkey.co/dinkyguardians_steamwishlist_steamfestivaladvice
❤️ Watch my FREE Complete Course https://www.youtube.com/watch?v=AmGSEH7QcDg
🌍 Get my Complete Courses! ✅ https://unitycodemonkey.com/courses
👍 Learn…
❤️ Watch my FREE Complete Course https://www.youtube.com/watch?v=AmGSEH7QcDg
🌍 Get my Complete Courses! ✅ https://unitycodemonkey.com/courses
👍 Learn…
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