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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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Unity WebGL platform and version comparisons with a lot of nice extras

Build reference collection for various Unity WebGL builds with different build settings. These live builds show the size, loading speed and capabilities of Unity WebGL builds to help you make an educated decision on what version might be best suited for your project.

https://github.com/JohannesDeml/UnityWebGL-LoadingTest

#webgl
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How to spy on your competition

Do you ever look at popular games and think “How did they do it?” Why are they so popular? How can I do that too? Should I be Tweeting more? (Hint: probably not).

There are a couple tricks to deconstruct how those popular games get so damn popular.

https://howtomarketagame.com/2021/01/25/how-to-spy-on-your-competition/

#marketing #gamedesign
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NEW Unity ECS Profiling and Analysis Tools - Unity DOTS

I haven't noticed these new graphs in the profiler while working with Unity ECS for quite some time: entities structural changes and entities memory. So I thought this video might be helpful to get acquainted with these new features. The entities journaling in 1.0 is already added as a separate editor window, so the hassle with the debugger is not needed anymore.

https://www.youtube.com/watch?v=UOH56gkfG4Y

#profiling #dots
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Arch.Unity: Arch ECS integration for Unity.

One of the fastest C# ECS implementations is now available in Unity. Provides:

- VContainer Integration
- Arch Hierarchy (similar to Entities Hierarchy from Unity.Entities)
- Jobs support (reference types and structural changes are not allowed since there is no EntityCommandBuffer; however, based on my experience with Unity.Entities structural changes can be done via NativeArray, which is filled with entities to be changed, and the actual structural change is performed after the job on the main thread, this approach can be even faster than ECB)
- Conversion Workflow

https://github.com/AnnulusGames/Arch.Unity

#ecs
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