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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FakeRopeSimulation: Create a fake simulated rope, connecting between 2 point
https://github.com/Ali10555/FakeRopeSimulation
#rope
https://github.com/Ali10555/FakeRopeSimulation
#rope
GitHub
GitHub - Ali10555/OptimizedRopesAndCables: Creates a fake simulated rope, connecting between 2 point.
Creates a fake simulated rope, connecting between 2 point. - Ali10555/OptimizedRopesAndCables
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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
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
GitHub
GitHub - JohannesDeml/UnityWebGL-LoadingTest: Unity WebGL platform and version comparisons with a lot of nice extras
Unity WebGL platform and version comparisons with a lot of nice extras - JohannesDeml/UnityWebGL-LoadingTest
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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
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
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
YouTube
NEW Unity ECS Profiling and Analysis Tools - Unity DOTS 2022
🛡 Attend the Game Dev Guild Conference: https://www.tmg.dev/GDG22 🛡
💬 Come chat with other DOTS/ECS devs: https://tmg.dev/Discord 💬
🚧 Resources Mentioned 🚧
- Setup new ECS 0.50 project: https://youtu.be/m_ZDL2X9jvM
- Shared Components Video: https://y…
💬 Come chat with other DOTS/ECS devs: https://tmg.dev/Discord 💬
🚧 Resources Mentioned 🚧
- Setup new ECS 0.50 project: https://youtu.be/m_ZDL2X9jvM
- Shared Components Video: https://y…
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Unity selected objects History Window
Also provides the favorites window. I tried a few open source solutions and this one looks the most straightforward.
https://github.com/acoppes/unity-history-window
#history #favorites #editortools
Also provides the favorites window. I tried a few open source solutions and this one looks the most straightforward.
https://github.com/acoppes/unity-history-window
#history #favorites #editortools
GitHub
GitHub - acoppes/unity-history-window: A simple selection history window for Unity.
A simple selection history window for Unity. Contribute to acoppes/unity-history-window development by creating an account on GitHub.
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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
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
GitHub
GitHub - annulusgames/Arch.Unity: Arch ECS integration for Unity.
Arch ECS integration for Unity. Contribute to annulusgames/Arch.Unity development by creating an account on GitHub.
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How QUIC Is Displacing TCP for Speed and Security
A short history of http to understand what difference each version has and why updates were needed as well as latest improvements with 3.0 and QUIC
https://engineeringatscale.substack.com/p/how-quic-is-displacing-tcp-for-speed
#network
A short history of http to understand what difference each version has and why updates were needed as well as latest improvements with 3.0 and QUIC
https://engineeringatscale.substack.com/p/how-quic-is-displacing-tcp-for-speed
#network
Engineering At Scale
How QUIC Is Displacing TCP for Speed and Security ?
What is QUIC protocol and how does it work ?
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ProjectAuditor: Project Auditor is an experimental static analysis tool for Unity Projects.
The tool made by Unity field engineers who help studios optimize their games.
Project Auditor is a static analysis tool that analyzes assets, settings, and noscripts of the Unity project and produces a report containing: Code and Settings diagnostics, the last BuildReport, and assets information
https://github.com/Unity-Technologies/ProjectAuditor
#optimization #analysis #auditor
The tool made by Unity field engineers who help studios optimize their games.
Project Auditor is a static analysis tool that analyzes assets, settings, and noscripts of the Unity project and produces a report containing: Code and Settings diagnostics, the last BuildReport, and assets information
https://github.com/Unity-Technologies/ProjectAuditor
#optimization #analysis #auditor
GitHub
GitHub - Unity-Technologies/ProjectAuditor: Attention! This repository is out-of-date and unsupported, please use the built-in…
Attention! This repository is out-of-date and unsupported, please use the built-in package instead! Project Auditor is a static analysis tool for Unity Projects. - Unity-Technologies/ProjectAuditor
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My favourite animation trick: exponential smoothing
https://lisyarus.github.io/blog/programming/2023/02/21/exponential-smoothing.html
#smoothing #math
https://lisyarus.github.io/blog/programming/2023/02/21/exponential-smoothing.html
#smoothing #math
lisyarus blog
My favourite animation trick: exponential smoothing
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Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity
A great place to start creating your own project style guide. You can tweak it from the start, or take as is and tailor for your needs as your project grows.
https://github.com/justinwasilenko/Unity-Style-Guide
#style #rules
A great place to start creating your own project style guide. You can tweak it from the start, or take as is and tailor for your needs as your project grows.
https://github.com/justinwasilenko/Unity-Style-Guide
#style #rules
GitHub
GitHub - justinwasilenko/Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention…
This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity - justinwasilenko/Unity-Style-Guide
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Simple Water Tutorial: I've made a simple water plane material with some common features/techniques shared below. 🫧 + Depth Fog + Animated Normals "Refraction" + Underwater Blur (nodes for fog + refraction in 🧵)
https://twitter.com/TheMirzaBeig/status/1728560272405606558
#water #shadergraph
https://twitter.com/TheMirzaBeig/status/1728560272405606558
#water #shadergraph
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DebugUI
A framework for building debugging tools built on Unity UI Toolkit.
https://github.com/AnnulusGames/DebugUI
#debug #tools #uitoolkit
A framework for building debugging tools built on Unity UI Toolkit.
https://github.com/AnnulusGames/DebugUI
#debug #tools #uitoolkit
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How we got one million players to give a dam about Timberborn
A huge write-up on how developers achieved the success starting from the alpha version up to the latest content updates.
https://www.gamedeveloper.com/marketing/deep-dive-how-we-got-one-million-players-to-give-a-dam-about-timberborn
#marketing
A huge write-up on how developers achieved the success starting from the alpha version up to the latest content updates.
https://www.gamedeveloper.com/marketing/deep-dive-how-we-got-one-million-players-to-give-a-dam-about-timberborn
#marketing
Gamedeveloper
How we got one million players to give a dam about Timberborn
Mechanistry comms manager Michal Amielanczyk reveals the marketing strategy that helped Timberborn's popularity soar with only two years in early access.
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C# Meta programming with Unity
How to use source generators that open up possibilities for automating many aspects of software development, such as generating code templates, automatically creating APIs based on metadata, and implementing repetitive design patterns without the need for manual copying and pasting of code.
https://vij.app/c-meta-programming-with-unity/
More examples: https://github.com/dr-vij/UTools-Generators
#sourcegen #roslyn
How to use source generators that open up possibilities for automating many aspects of software development, such as generating code templates, automatically creating APIs based on metadata, and implementing repetitive design patterns without the need for manual copying and pasting of code.
https://vij.app/c-meta-programming-with-unity/
More examples: https://github.com/dr-vij/UTools-Generators
#sourcegen #roslyn
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