Managed memory reservation in Unity
Control heap growth in Unity using heap growth divisor to reserve memory before it is needed. The author provides a better way to do it compared to a large array allocation on the app start.
https://vbor.blog/posts/heap-realloc/
#memory #gc
Control heap growth in Unity using heap growth divisor to reserve memory before it is needed. The author provides a better way to do it compared to a large array allocation on the app start.
https://vbor.blog/posts/heap-realloc/
#memory #gc
VBlog
Managed memory reservation in Unity
During my work, I always faced situations when at the initialization stage of the application there were lots of allocations.
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Intro to Shader Graph in Unity 2022 (Your first graph, Textures & UVs, Transparency and Alpha)
For a long time, I was quite skeptical of Shader Graph due to the suboptimal performance of generated shaders. Consequently, I focused on learning HLSL. However, given the abundance of learning resources on Shader Graph, I decided to use it in my prototypes. It allows for the quick and easy addition of test shaders for my VFX. Now, I can confidently recommend trying it to save time during prototyping, especially if you are not highly proficient in HLSL. And as always, don't believe anyone about performance, profile yourself your particular game. Probably shader graph would be ok for you even in production.
https://danielilett.com/2023-09-26-tut7-3-intro-to-shader-graph/
https://danielilett.com/2023-12-04-tut7-4-intro-to-shader-graph-part-2/
https://danielilett.com/2023-12-11-tut7-5-intro-to-shader-graph-part-3/
#shadergraph
For a long time, I was quite skeptical of Shader Graph due to the suboptimal performance of generated shaders. Consequently, I focused on learning HLSL. However, given the abundance of learning resources on Shader Graph, I decided to use it in my prototypes. It allows for the quick and easy addition of test shaders for my VFX. Now, I can confidently recommend trying it to save time during prototyping, especially if you are not highly proficient in HLSL. And as always, don't believe anyone about performance, profile yourself your particular game. Probably shader graph would be ok for you even in production.
https://danielilett.com/2023-09-26-tut7-3-intro-to-shader-graph/
https://danielilett.com/2023-12-04-tut7-4-intro-to-shader-graph-part-2/
https://danielilett.com/2023-12-11-tut7-5-intro-to-shader-graph-part-3/
#shadergraph
Daniel Ilett: Games | Shaders | Tutorials
Unity Shader Graph Basics (Part 1 - Your First Graph)
Big Beginnings
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String Interning - To Use or Not to Use? A Performance Question
- String interning in non-native AOT is very slow and can drastically affect your application performance.
- If you call string.Intern in your code you probably should think if you really should.
- A very naive custom string cache based on ConcurrentDictionary<string, string> is drastically faster then the string interning cache and gives you an opportunity to clean-up the cache.
- If your app runs as a Native AOT app, then the performance is good, and the only drawback of the bulit-in string interning is an inability to clean it.
https://sergeyteplyakov.github.io/Blog/benchmarking/2023/12/10/Intern_or_Not_Intern.html
#interning
- String interning in non-native AOT is very slow and can drastically affect your application performance.
- If you call string.Intern in your code you probably should think if you really should.
- A very naive custom string cache based on ConcurrentDictionary<string, string> is drastically faster then the string interning cache and gives you an opportunity to clean-up the cache.
- If your app runs as a Native AOT app, then the performance is good, and the only drawback of the bulit-in string interning is an inability to clean it.
https://sergeyteplyakov.github.io/Blog/benchmarking/2023/12/10/Intern_or_Not_Intern.html
#interning
Dissecting the Code
String Interning - To Use or Not to Use? A Performance Question
I recently join a new team and one of the projects was having a high memory footprint issues. There are a few mitigations put in place and one of them was to de-duplicate strings by using string interning.
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Everyday Unity
Render Hell – Book I | Simon schreibt. https://simonschreibt.de/gat/renderhell-book1/ #render #hell #pipeline
Use the GPU, Luke!
A highly detailed post about compute shaders, where the author delves into the intricacies of how GPUs work and provides a higher-level overview of the pipeline compared to Render Hell. I definitely recommend reading it, as well as Render Hell, if you are interested in more details on how GPUs operate.
https://arnaud-carre.github.io/2023-12-10-gpgpu/
#computeshader #rendering #gpgpu
A highly detailed post about compute shaders, where the author delves into the intricacies of how GPUs work and provides a higher-level overview of the pipeline compared to Render Hell. I definitely recommend reading it, as well as Render Hell, if you are interested in more details on how GPUs operate.
https://arnaud-carre.github.io/2023-12-10-gpgpu/
#computeshader #rendering #gpgpu
Leonard's Blog
Use the GPU, Luke!
You don't have to be a graphics programmer to need a GPU, by Arnaud Carré
👍5🔥2
How To Use Loops Inside Unity's Update Methods
An example of how not to use loops inside Update, along with a simple example of offloading calculations to a background thread using Awaitable, which is supported from 2023.1. However, it is not recommended for shorter-lived operations, such as parallelizing computationally-intensive algorithms. To maximize the use of multi-core CPUs and parallelize your algorithms, the C# Job System is recommended.
https://giannisakritidis.com/blog/Looping-Inside-Update/
Read more about Awaitable: https://docs.unity3d.com/2023.2/Documentation/Manual/AwaitSupport.html
#awaitable #async
An example of how not to use loops inside Update, along with a simple example of offloading calculations to a background thread using Awaitable, which is supported from 2023.1. However, it is not recommended for shorter-lived operations, such as parallelizing computationally-intensive algorithms. To maximize the use of multi-core CPUs and parallelize your algorithms, the C# Job System is recommended.
https://giannisakritidis.com/blog/Looping-Inside-Update/
Read more about Awaitable: https://docs.unity3d.com/2023.2/Documentation/Manual/AwaitSupport.html
#awaitable #async
C# and Unity development
How To Use Loops Inside Unity's Update Methods
Different ways to use C# loops inside Unity's game loop update methods. Why Unity can freeze with certain loops and how some loops can make a single frame really slow.
👍3🔥1
BurstLinq: Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler
I've run performance tests provided by the author and not in all cases BurstLinq was faster than regular for loop, but still in all cases a lot faster than Linq and in most cases faster than for. It was pretty interesting to check the source to see how these results were achieved.
https://github.com/AnnulusGames/BurstLinq
#burst #linq
I've run performance tests provided by the author and not in all cases BurstLinq was faster than regular for loop, but still in all cases a lot faster than Linq and in most cases faster than for. It was pretty interesting to check the source to see how these results were achieved.
https://github.com/AnnulusGames/BurstLinq
#burst #linq
GitHub
GitHub - annulusgames/BurstLinq: Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler
Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler - annulusgames/BurstLinq
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Ultraviolet Lights & Invisible Ink Shader Graph
https://www.cyanilux.com/tutorials/ultraviolet-lights-invisible-ink/
#shadergraph #ultraviolet #ink
https://www.cyanilux.com/tutorials/ultraviolet-lights-invisible-ink/
#shadergraph #ultraviolet #ink
Cyanilux
Ultraviolet Lights & Invisible Ink
Examples for revealing invisible objects (especially decals, such as fingerprints or hidden messages) based on lights, stencils and other masking methods
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Arch: A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading
It's a type of repo that can be definitely recommended to read the source code and pick up some good practices. The ecs implementation is similar to Unity. Entities, but the codebase is easier to navigate and read in my opinion. It also contains source generation and can be used as a sample for your own implementation.
https://github.com/genaray/Arch
Source generation: https://github.com/genaray/Arch/tree/master/src/Arch.SourceGen
#ecs #sourcegen
It's a type of repo that can be definitely recommended to read the source code and pick up some good practices. The ecs implementation is similar to Unity. Entities, but the codebase is easier to navigate and read in my opinion. It also contains source generation and can be used as a sample for your own implementation.
https://github.com/genaray/Arch
Source generation: https://github.com/genaray/Arch/tree/master/src/Arch.SourceGen
#ecs #sourcegen
👍6🔥1
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Text-To-Material-Unity: Generate materials from text prompts in Unity
https://github.com/aniketrajnish/Text-To-Material-Unity
#aigen #material
https://github.com/aniketrajnish/Text-To-Material-Unity
#aigen #material
👍8🔥2
Why am I not getting wishlists? A step by step solution
A great guide how to try triggering Steam algorithms. I love the advice about creating reddit posts with the noscript "I quit my job to make my dream game”, because lately, I've seen an influx of such posts, now we know why.
https://howtomarketagame.com/2023/12/05/why-am-i-not-getting-wishlists-a-step-by-step-solution/
#marketing #guide
A great guide how to try triggering Steam algorithms. I love the advice about creating reddit posts with the noscript "I quit my job to make my dream game”, because lately, I've seen an influx of such posts, now we know why.
https://howtomarketagame.com/2023/12/05/why-am-i-not-getting-wishlists-a-step-by-step-solution/
#marketing #guide
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CPU profiling for Unity
The Unity profiler is a powerful tool. It is useful when developing games, but requires the use of a development build. This type of build can introduce too much overhead in the app to obtain accurate performance data on the final game. For this reason, the Unity Profiler may not be suitable for precise CPU performance profiling of release builds. So this post explores other ways to profile release builds with minimal overhead
https://gpuopen.com/learn/unity-cpu-profiling-guide/
#profiling
The Unity profiler is a powerful tool. It is useful when developing games, but requires the use of a development build. This type of build can introduce too much overhead in the app to obtain accurate performance data on the final game. For this reason, the Unity Profiler may not be suitable for precise CPU performance profiling of release builds. So this post explores other ways to profile release builds with minimal overhead
https://gpuopen.com/learn/unity-cpu-profiling-guide/
#profiling
AMD GPUOpen
CPU profiling for Unity
This is a general guide focusing on CPU profiling for Unity, including which tools are useful for profiling and how to use these tools to find hotspots in your code.
👍8🔥3
Introducing Arm Frame Advisor
The previous post was about a low-overhead profiler, which allows detecting where issues are. After that it's time for a deep-dive profiler like Frame Advisor to investigate in detail what the root cause of the issue is.
https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/arm-mobile-studio-2023-5
#profiling
The previous post was about a low-overhead profiler, which allows detecting where issues are. After that it's time for a deep-dive profiler like Frame Advisor to investigate in detail what the root cause of the issue is.
https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/arm-mobile-studio-2023-5
#profiling
Arm
Introducing Arm Frame Advisor
Learn about Frame Advisor, a new frame-based performance analysis tool to help you optimize rendering workloads for Arm Immortalis and Mali GPUs.
👍3🔥1
Build-History: Keep a history of all the builds you do.
It comes in handy to track when the build size grows, especially when aiming to stay under the 200 MB limit on Android, particularly in large teams where you may not check each PR or change made. So it would help localizing the problem.
https://github.com/FronkonGames/Build-History
#editortools #build
It comes in handy to track when the build size grows, especially when aiming to stay under the 200 MB limit on Android, particularly in large teams where you may not check each PR or change made. So it would help localizing the problem.
https://github.com/FronkonGames/Build-History
#editortools #build
GitHub
GitHub - FronkonGames/Build-History: Keep a history of all the builds you do.
Keep a history of all the builds you do. Contribute to FronkonGames/Build-History development by creating an account on GitHub.
👍7🔥3
Visual Effect Graph - Samples Project
https://github.com/Unity-Technologies/VisualEffectGraph-Samples
#vfx #vfxgraph #sample
https://github.com/Unity-Technologies/VisualEffectGraph-Samples
#vfx #vfxgraph #sample
GitHub
GitHub - Unity-Technologies/VisualEffectGraph-Samples: Visual Effect Graph - Samples Project
Visual Effect Graph - Samples Project. Contribute to Unity-Technologies/VisualEffectGraph-Samples development by creating an account on GitHub.
👍5🔥2
Unity Debug Sheet
To be fair it looks pretty well for a debug window. I believe it can be even reused for prototypes to create UI really fast and have a decent appearance.
https://github.com/Haruma-K/UnityDebugSheet
#debug #tools
To be fair it looks pretty well for a debug window. I believe it can be even reused for prototypes to create UI really fast and have a decent appearance.
https://github.com/Haruma-K/UnityDebugSheet
#debug #tools
👍6🔥3
cognitive-load: 🧠 Cognitive Load In Software Development
This post provides a good list of principles on how to make code more readable. During code review, I always advocate for reducing cognitive load on developers at all levels, even in the smallest things like if conditions or variable names. The post covers various principles from low-level to high-level concepts, so I would definitely recommend checking it out.
https://github.com/zakirullin/cognitive-load
#architecture
This post provides a good list of principles on how to make code more readable. During code review, I always advocate for reducing cognitive load on developers at all levels, even in the smallest things like if conditions or variable names. The post covers various principles from low-level to high-level concepts, so I would definitely recommend checking it out.
https://github.com/zakirullin/cognitive-load
#architecture
GitHub
GitHub - zakirullin/cognitive-load: 🧠 Cognitive load is what matters
🧠 Cognitive load is what matters. Contribute to zakirullin/cognitive-load development by creating an account on GitHub.
🔥6👍1
12 Debugging Techniques In JetBrains Rider You Should Know About
A great post with debugging tips. At some point in the past, I had been using Rider for multiple years when a colleague showed me the Drag Execution Pointer functionality. I was blown away by how useful it is and realized I had no clue it existed. So take the time to read the post to ensure you know how to use the debugger to its full extent when needed.
Like the tip from the Pragmatic Programmer: Achieve Editor Fluency. Keep learning your tools to make your work easier and more efficient.
https://blog.jetbrains.com/dotnet/2024/01/29/12-debugging-techniques-in-jetbrains-rider-you-should-know-about/
#debug #rider
A great post with debugging tips. At some point in the past, I had been using Rider for multiple years when a colleague showed me the Drag Execution Pointer functionality. I was blown away by how useful it is and realized I had no clue it existed. So take the time to read the post to ensure you know how to use the debugger to its full extent when needed.
Like the tip from the Pragmatic Programmer: Achieve Editor Fluency. Keep learning your tools to make your work easier and more efficient.
https://blog.jetbrains.com/dotnet/2024/01/29/12-debugging-techniques-in-jetbrains-rider-you-should-know-about/
#debug #rider
👍5🔥2
A simple project that shows how to create an Android service for Unity application working on background
The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish.
https://github.com/nintendaii/unity-background-service
#native #background
The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish.
https://github.com/nintendaii/unity-background-service
#native #background
GitHub
GitHub - nintendaii/unity-background-service: A simple project that shows how to create an Android service for Unity application…
A simple project that shows how to create an Android service for Unity application working on background - nintendaii/unity-background-service
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Asynchronously Instantiate Objects with InstantiateAsync In Unity
InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not
https://giannisakritidis.com/blog/InstantiateAsync/
#instantiate #async
InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not
https://giannisakritidis.com/blog/InstantiateAsync/
#instantiate #async
C# and Unity development
Asynchronously Instantiate Objects with InstantiateAsync In Unity
How to use the Object.InstantiateAsync method in Unity to Asynchronously Instantiate GameObjects
🔥6👍4
radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.
By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This noscript adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions
https://github.com/radishface/OnDemandShadowMapUpdate
#hdrp #shadow #rendering
By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This noscript adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions
https://github.com/radishface/OnDemandShadowMapUpdate
#hdrp #shadow #rendering
GitHub
GitHub - radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.
Customize on-demand shadow rendering in HDRP. Contribute to radishface/OnDemandShadowMapUpdate development by creating an account on GitHub.
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