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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
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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.
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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.
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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.
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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.
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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
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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.
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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
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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
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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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Get your work recognized: write a brag document
A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.
https://jvns.ca/blog/brag-documents/
#career #review
A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.
https://jvns.ca/blog/brag-documents/
#career #review
Julia Evans
Get your work recognized: write a brag document
There’s this idea that, if you do great work at your job, people will (or should!) automatically recognize that work and reward you for it with promotions / increased pay. In practice, it’s often more complicated than that – some kinds of important work are…
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AnnulusGames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.
Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.
https://github.com/AnnulusGames/LitMotion
#tween
Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.
https://github.com/AnnulusGames/LitMotion
#tween
GitHub
GitHub - annulusgames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.
Lightning-fast and Zero Allocation Tween Library for Unity. - annulusgames/LitMotion
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kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity
https://github.com/kyubuns/Auto9Slicer
#sprite #slice #editortool
https://github.com/kyubuns/Auto9Slicer
#sprite #slice #editortool
GitHub
GitHub - kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity
Auto 9 slice sprite generator on Unity. Contribute to kyubuns/Auto9Slicer development by creating an account on GitHub.
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LitMotion — High-performance tween implementation with data-oriented design in Unity
An amazing post about tween library design approaches and which one is used by LitMotion, acclaimed by its authors the fastest. Delves into details of achieving the maximum performance and why design of previous tween libs leads to performance issues. Also it describes the sparse set data structure in very simple terms.
https://medium.com/@annulusgames/litmotion-fastest-tween-implementation-with-data-oriented-design-in-unity-07c9aa14d9dd
#performance #sparseset #tween
An amazing post about tween library design approaches and which one is used by LitMotion, acclaimed by its authors the fastest. Delves into details of achieving the maximum performance and why design of previous tween libs leads to performance issues. Also it describes the sparse set data structure in very simple terms.
https://medium.com/@annulusgames/litmotion-fastest-tween-implementation-with-data-oriented-design-in-unity-07c9aa14d9dd
#performance #sparseset #tween
Medium
LitMotion — High-performance tween implementation with data-oriented design in Unity.
I have released a new tween library called LitMotion, which performs faster than any other tween library for Unity (DOTween, LeanTween, PrimeTween, MagicTween, etc.). LitMotion is the fastest tween…
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Rider 2024.1 EAP 5: Collections Visualizer, Sticky Lines, Improved GitHub Actions Support, and More
Collections visualizer and sticky lines definitely gonna be helpful during investigations and debugging
https://blog.jetbrains.com/dotnet/2024/02/16/rider-2024-1-eap-5/
#rider
Collections visualizer and sticky lines definitely gonna be helpful during investigations and debugging
https://blog.jetbrains.com/dotnet/2024/02/16/rider-2024-1-eap-5/
#rider
The JetBrains Blog
Rider 2024.1 EAP 5: Collections Visualizer, Sticky Lines, Improved GitHub Actions Support, and More | The .NET Tools Blog
We are mid-way through the Early Access Program for Rider 2024, which means the EAP 5 build has just been released, bringing a host of amazing updates. But before you go to download it, let’s go
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Top 7 Unity Architecture Mistakes in Match3 Games
A great post that covers practices that must be followed if you want to build a top-grossing game that remains successful over long periods of time. You might think that all this advice is overkill or that no one follows it all in game development, but that's the harsh reality of modern top mobile games. Of course there are exceptions to this and from time to time we see ultra successful games that don't follow it, check "the survivorship bias". But still keeping the success up for many years requires incorporating these practices sooner or later.
It's great that experts like Siarhei share their invaluable experience from working on a number of the most successful mobile games.
https://www.linkedin.com/pulse/top-7-unity-architecture-mistakes-match3games-siarhei-khalandachou-uyklf/
#architecture #process
A great post that covers practices that must be followed if you want to build a top-grossing game that remains successful over long periods of time. You might think that all this advice is overkill or that no one follows it all in game development, but that's the harsh reality of modern top mobile games. Of course there are exceptions to this and from time to time we see ultra successful games that don't follow it, check "the survivorship bias". But still keeping the success up for many years requires incorporating these practices sooner or later.
It's great that experts like Siarhei share their invaluable experience from working on a number of the most successful mobile games.
https://www.linkedin.com/pulse/top-7-unity-architecture-mistakes-match3games-siarhei-khalandachou-uyklf/
#architecture #process
Linkedin
Top 7 Unity Architecture Mistakes in Match3 Games
1. Wasteful game-level management Symptoms: You have to resubmit the client to add new game levels in production for players.
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