Intro to DOTS animation
No, there is still no solution provided by Unity as part of DOTS.
The author shows how to use a hybrid animator approach, similar to one shown in DOTS character controller samples.
The video also shows the simplest example how to use 2 most popular animation assets from the asset store.
https://youtu.be/KvabbZKrUHk
#dots #animation
No, there is still no solution provided by Unity as part of DOTS.
The author shows how to use a hybrid animator approach, similar to one shown in DOTS character controller samples.
The video also shows the simplest example how to use 2 most popular animation assets from the asset store.
https://youtu.be/KvabbZKrUHk
#dots #animation
YouTube
Intro to DOTS Animation - Unity ECS Tutorial 2024
🤑 Get these assets for 50% off: https://assetstore.unity.com/turbo-makes-games?aid=1101l9vRP 🤑
👨💻 Code/Scripts from this video: https://gist.github.com/JohnnyTurbo/c804634191848ca5ed7fde5082cc8a96 👨💻
Animation Options Wiki: https://forum.unity.com/threads/dots…
👨💻 Code/Scripts from this video: https://gist.github.com/JohnnyTurbo/c804634191848ca5ed7fde5082cc8a96 👨💻
Animation Options Wiki: https://forum.unity.com/threads/dots…
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Dependency Injection on Unity
Another post why DI might be useful. But it also contains an implementation of a custom DI container, which is a great way to learn how containers work under the hood, especially how injections into MonoBehaviors work
Part 1: https://moderncsharpinunity.github.io/post/dependency-injection-on-unity/
Part 2: https://moderncsharpinunity.github.io/post/dependency-injection-on-unity-part2/
#di
Another post why DI might be useful. But it also contains an implementation of a custom DI container, which is a great way to learn how containers work under the hood, especially how injections into MonoBehaviors work
Part 1: https://moderncsharpinunity.github.io/post/dependency-injection-on-unity/
Part 2: https://moderncsharpinunity.github.io/post/dependency-injection-on-unity-part2/
#di
Modern C# in Unity3D
Dependency Injection on Unity
Many has been written about dependency injection, even Unity folks wrote about it long time ago, and there are some good frameworks like Zenject, so what is so cool about dependency injection?
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Day Night Cycle using LUT in Fragment Shader of Materials
https://shahriyarshahrabi.medium.com/day-night-cycle-using-lut-in-fragment-shader-of-materials-80edaf26f655
Repo: https://github.com/IRCSS/Day-Night-LUT-Shader
#shader #lut
https://shahriyarshahrabi.medium.com/day-night-cycle-using-lut-in-fragment-shader-of-materials-80edaf26f655
Repo: https://github.com/IRCSS/Day-Night-LUT-Shader
#shader #lut
Medium
Day Night Cycle using LUT in Fragment Shader of Materials
I will cover how to use look up tables, aka LUTs in the fragment shader of the object’s material to make a day night transition or adjust…
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You can go a long way just by multiplying and adding simple textures in a creative way. ❄ Check out this frozen effect! Adding a few extra particles sells the illusion
https://twitter.com/unitygames/status/1536725196274642944
#vfx #frozen
https://twitter.com/unitygames/status/1536725196274642944
#vfx #frozen
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Particle Effect For UGUI (UI Particle): This plugin provide a component to render particle effect for uGUI in Unity 2018.2 or later.
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
It also correctly scales particles and provides better performance with mesh sharing feature.
https://github.com/mob-sakai/ParticleEffectForUGUI
#ui #particle
The particle rendering is maskable and sortable, without Camera, RenderTexture or Canvas.
It also correctly scales particles and provides better performance with mesh sharing feature.
https://github.com/mob-sakai/ParticleEffectForUGUI
#ui #particle
GitHub
GitHub - mob-sakai/ParticleEffectForUGUI: Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/Ren…
Render particle effect in UnityUI(uGUI). Maskable, sortable, and no extra Camera/RenderTexture/Canvas. - mob-sakai/ParticleEffectForUGUI
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Moving faster
I find this very useful to help structure your development process. In the university I had the Personal Software Process (PSP) course that was also aimed to make each part of software development lifecycle more effecient. This post obviously does not cover what the whole course teaches you about, but it's a good place to start.
I also feel The Pragmatic Programmer vibes in this post. Some advice are directly from this book. So if you liked the post, you may take a look at the book too.
https://www.scattered-thoughts.net/writing/moving-faster/
#psp #productivity
I find this very useful to help structure your development process. In the university I had the Personal Software Process (PSP) course that was also aimed to make each part of software development lifecycle more effecient. This post obviously does not cover what the whole course teaches you about, but it's a good place to start.
I also feel The Pragmatic Programmer vibes in this post. Some advice are directly from this book. So if you liked the post, you may take a look at the book too.
https://www.scattered-thoughts.net/writing/moving-faster/
#psp #productivity
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Exarion
This tool makes a greyscale texture that tells each pixel when it should display itself. It helps create these types of textures easier.
https://botsop.itch.io/exarion
#vfx
This tool makes a greyscale texture that tells each pixel when it should display itself. It helps create these types of textures easier.
https://botsop.itch.io/exarion
#vfx
👍10
Vertex Color Baker
An AssetPostprocessor for Unity that can bake ambient occlusion and curvature information into mesh vertex color channels, mainly intended for mid-poly workflows and procedural hard surface shaders.
https://github.com/Fewes/VertexColorBaker
#ao #vertexcolor
An AssetPostprocessor for Unity that can bake ambient occlusion and curvature information into mesh vertex color channels, mainly intended for mid-poly workflows and procedural hard surface shaders.
https://github.com/Fewes/VertexColorBaker
#ao #vertexcolor
👍4
How to access worldwide your WebGL build from the local machine
https://medium.com/@wondrous_aqua_toad_341/how-to-access-worldwide-your-webgl-build-from-the-local-machine-b506c24a4dbd
#webgl
https://medium.com/@wondrous_aqua_toad_341/how-to-access-worldwide-your-webgl-build-from-the-local-machine-b506c24a4dbd
#webgl
Medium
How to access worldwide your WebGL build from the local machine
Sometimes you would like to share your web game or prototype on the internet with somebody. The option of creating an account on services like itch.io or Unity Play is not suitable for you and is…
👍6
C# Journey into struct equality comparison, deep dive
A great post that dives into reasoning behind implementing IEquatable<>: where exactly allocations happen and that default ValueType Equals implementation uses structural comparison only for tightly packed structs, otherwise field-by-field comparison is used which utilizes reflection.
For us it means that we must implement IEquatable<> in our structs in case they are compared, which is common case when used in collections (dictionary, list, array, etc).
https://medium.com/@semuserable/c-journey-into-struct-equality-comparison-deep-dive-9693f74562f1
#performance #equals
A great post that dives into reasoning behind implementing IEquatable<>: where exactly allocations happen and that default ValueType Equals implementation uses structural comparison only for tightly packed structs, otherwise field-by-field comparison is used which utilizes reflection.
For us it means that we must implement IEquatable<> in our structs in case they are compared, which is common case when used in collections (dictionary, list, array, etc).
https://medium.com/@semuserable/c-journey-into-struct-equality-comparison-deep-dive-9693f74562f1
#performance #equals
Medium
C# Journey into struct equality comparison, deep dive
Deep dive on struct equality comparison, stepping into .NET internals and C++ land
👍6
Unity HDRP & ShaderGraph: Nodes that Bloat Shaders
It's nothing new that Shader Graph generates less-than-ideal code, but it's still interesting to examine in detail and see which more optimal solutions the author proposes.
https://justlukass.hashnode.dev/shadergraph-can-bloat-your-shaders-and-here-is-when
#performance #shader
It's nothing new that Shader Graph generates less-than-ideal code, but it's still interesting to examine in detail and see which more optimal solutions the author proposes.
https://justlukass.hashnode.dev/shadergraph-can-bloat-your-shaders-and-here-is-when
#performance #shader
JL's blog about graphics
Unity HDRP & ShaderGraph: Nodes that Bloat Shaders
Explore Unity's HDRP ShaderGraph's impact on shader efficiency. Learn how certain nodes can generate redundant code with code samples & ISA disassembly.
👍3
Unity Assembly Definitions Explained: How to Organize and Control Your Code
This is definitely a good post that provides an overview of assembly definition settings and the benefits they bring. However, it's important to remember that any approach can backfire when taken to extremes. Having too many asm defs can significantly slow down your iterations. Even if compilation takes only seconds when your project is split into tiny assemblies, the domain reload would take much longer than compiling bigger assemblies, but in smaller quantities. Additionally, Rider needs to process all the assemblies, which also takes a lot of time, and this processing time seems to increase non-linearly as the number of assemblies grows.
Of course, the impact varies, and you should profile on your current hardware with your specific project. For me, 'too many assemblies' starts at around 500-600.
https://marcomignano.com/posts/unity-assembly-definitions-explained-how-to-organize-and-control-your-code
#asmdef
This is definitely a good post that provides an overview of assembly definition settings and the benefits they bring. However, it's important to remember that any approach can backfire when taken to extremes. Having too many asm defs can significantly slow down your iterations. Even if compilation takes only seconds when your project is split into tiny assemblies, the domain reload would take much longer than compiling bigger assemblies, but in smaller quantities. Additionally, Rider needs to process all the assemblies, which also takes a lot of time, and this processing time seems to increase non-linearly as the number of assemblies grows.
Of course, the impact varies, and you should profile on your current hardware with your specific project. For me, 'too many assemblies' starts at around 500-600.
https://marcomignano.com/posts/unity-assembly-definitions-explained-how-to-organize-and-control-your-code
#asmdef
👍3
Estimating Early Access success
Analysis of steam reviews amount during early access.
Based on stats:
- if your game has less than 10 reviews in the first month of EA, then it's a miss.
- more than 200 it's a potential hit.
But in the end 200 is an arbitrary number the author has chosen, so don't make any targets or KPIs of reaching 200 reviews.
https://howtomarketagame.com/2023/08/21/estimating-early-access-success/
#marketing
Analysis of steam reviews amount during early access.
Based on stats:
- if your game has less than 10 reviews in the first month of EA, then it's a miss.
- more than 200 it's a potential hit.
But in the end 200 is an arbitrary number the author has chosen, so don't make any targets or KPIs of reaching 200 reviews.
https://howtomarketagame.com/2023/08/21/estimating-early-access-success/
#marketing
👍3
niwatly/SectorLayoutGroup: Align children along the custom sector shape in Unity.
https://github.com/niwatly/SectorLayoutGroup
#layout
https://github.com/niwatly/SectorLayoutGroup
#layout
GitHub
GitHub - niwatly/SectorLayoutGroup: Align children along the custom sector shape in Unity.
Align children along the custom sector shape in Unity. - niwatly/SectorLayoutGroup
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Migrating built-in shaders to the Universal Render Pipeline
Just in case you still have a built-in pipeline and decided to move to URP your whole project or some shaders this post must be helpful and should be added to the bookmarks.
https://blog.unity.com/engine-platform/migrating-built-in-shaders-to-the-universal-render-pipeline
#shader #urp
Just in case you still have a built-in pipeline and decided to move to URP your whole project or some shaders this post must be helpful and should be added to the bookmarks.
https://blog.unity.com/engine-platform/migrating-built-in-shaders-to-the-universal-render-pipeline
#shader #urp
Unity Blog
Migrating built-in shaders to the Universal Render Pipeline | Unity Blog
This blog was created in collaboration with Roberto Lopez Mendez from Arm. Our partners at Arm recently ported a project based on Unity’s Built-in Render Pipeline to the Universal Render Pipeline (URP) and decided to share their experience with the Unity…
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How to Make a Good 2D Camera
Here is a list of camera tricks and games where it's used. It's a good starting point for drawing inspiration for your game camera.
https://youtu.be/TdWFzpgnljs
#camera
Here is a list of camera tricks and games where it's used. It's a good starting point for drawing inspiration for your game camera.
https://youtu.be/TdWFzpgnljs
#camera
YouTube
How to Make a Good 2D Camera
🔴 Get my premium monthly newsletter - https://gamemakerstoolkit.com/digest/ 🔴
Making a 2D game? Then you'll need to code a camera. But there's more to it than just following the main character. Here are five tips for making a better camera.
=== Sources…
Making a 2D game? Then you'll need to code a camera. But there's more to it than just following the main character. Here are five tips for making a better camera.
=== Sources…
👍4
Magic Tween
Extremely fast tween library implemented in Unity ECS
https://github.com/AnnulusGames/MagicTween
#tween #ecs
Extremely fast tween library implemented in Unity ECS
https://github.com/AnnulusGames/MagicTween
#tween #ecs
GitHub
GitHub - annulusgames/MagicTween: Extremely fast, GC-free and customizable tween library implemented with Unity ECS
Extremely fast, GC-free and customizable tween library implemented with Unity ECS - annulusgames/MagicTween
👍6
The reddit post with the recommendations list of Unity to Unreal tutorials
https://reddit.com/r/Unity3D/s/kPbZCC7Kdc
#unreal
https://reddit.com/r/Unity3D/s/kPbZCC7Kdc
#unreal
Reddit
[deleted by user] : r/Unity3D
676 votes, 255 comments. 387K subscribers in the Unity3D community. A subreddit for News, Help, Resources, and Conversation regarding Unity, the game…
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The Weak Event pattern
Events in C# are a powerful mechanism for decoupling components and enabling a publisher/subscriber model. However, they have a significant drawback: the publisher holds a strong reference to the subscriber, and this can cause memory leaks. This article describes a pattern for implementing weak events in C#.
https://steven-giesel.com/blogPost/675b75fc-2c1b-43da-9ff8-42962ca8159b
#weakevent #observer
Events in C# are a powerful mechanism for decoupling components and enabling a publisher/subscriber model. However, they have a significant drawback: the publisher holds a strong reference to the subscriber, and this can cause memory leaks. This article describes a pattern for implementing weak events in C#.
https://steven-giesel.com/blogPost/675b75fc-2c1b-43da-9ff8-42962ca8159b
#weakevent #observer
Steven-Giesel
The "Weak Event" Pattern in C#
Events in C# are a powerful mechanism for decoupling components and enabling a publisher/subscriber model. However, they have a significant drawback: the publisher holds a strong reference to the subscriber, and this can cause memory leaks. This article describes…
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