Everyday Unity – Telegram
Everyday Unity
1.11K subscribers
157 photos
59 videos
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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 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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Godot is not the new Unity - The anatomy of a Godot API call

A very long, but very interesting read about calling unmanaged code in Unity and Godot.
Tbf Idk if the removal of Unity noscript language back in 2017 was a result of a similar issue Godot has now, but anyway Godot has a long road to achieve what the Unity team has done for noscripting performance and working with unmanaged code.

https://sampruden.github.io/posts/godot-is-not-the-new-unity/

#godot #performance
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10 minutes to review the quality of any Unity project

A good read, and I've never seen a post regarding this topic before. It doesn't seem to come in handy for most developers in terms of real reviews of many projects, but it's definitely helpful to establish your own rules and guidelines for your projects.

https://medium.com/@wondrous_aqua_toad_341/10-minutes-to-review-the-quality-of-any-unity-project-6f7ce78f26fd

#review
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