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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UNITY NATIVE: ANDROID ASYNCHRONOUS OPERATIONS AND THREADING
Discover common pitfalls and best practices for threading in Unity when working with native Android plugins in this great post. Learn from examples of typical mistakes and how to implement threading correctly.
https://medium.com/@playtika-tech-ai/unity-native-android-asynchronous-operations-and-threading-9eb07488b5cc
#native #thread #android
Discover common pitfalls and best practices for threading in Unity when working with native Android plugins in this great post. Learn from examples of typical mistakes and how to implement threading correctly.
https://medium.com/@playtika-tech-ai/unity-native-android-asynchronous-operations-and-threading-9eb07488b5cc
#native #thread #android
Medium
UNITY NATIVE: ANDROID ASYNCHRONOUS OPERATIONS AND THREADING
By Artem Glotov
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DOTS-Manual
Right now, it only contains information about sync points, which are crucial for performance in an archetype ECS implementation. Therefore, it's important to understand what leads to sync points in Entities. The manual is planned to be extended, so stay tuned for more later.
Update: Info about System dependencies was added
https://github.com/bustedbunny/DOTS-Manual
#dots #ecs
Right now, it only contains information about sync points, which are crucial for performance in an archetype ECS implementation. Therefore, it's important to understand what leads to sync points in Entities. The manual is planned to be extended, so stay tuned for more later.
Update: Info about System dependencies was added
https://github.com/bustedbunny/DOTS-Manual
#dots #ecs
GitHub
GitHub - bustedbunny/DOTS-Manual
Contribute to bustedbunny/DOTS-Manual development by creating an account on GitHub.
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UNITY NATIVE: ANDROID STUDIO TOOLS
How to analyze the contents of .apk, .aab, .arr, or .jar archive files and to check Android dependencies.
https://medium.com/@playtika-tech-ai/unity-native-android-studio-tools-b3eb4509a263
#native #profiling #analyze
How to analyze the contents of .apk, .aab, .arr, or .jar archive files and to check Android dependencies.
https://medium.com/@playtika-tech-ai/unity-native-android-studio-tools-b3eb4509a263
#native #profiling #analyze
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AnnulusGames/UGUIAnimationSamples: A sample project that includes implementation examples of UI animation for Unity UI (uGUI) using LitMotion and UniTask.
The repo with samples how to use LitMotion tweener, but can be used as an inspo and easily ported to any other tweener.
https://github.com/AnnulusGames/UGUIAnimationSamples
#tween #sample
The repo with samples how to use LitMotion tweener, but can be used as an inspo and easily ported to any other tweener.
https://github.com/AnnulusGames/UGUIAnimationSamples
#tween #sample
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AnnulusGames/Alchemy: Provides a rich set of editor extensions and serialization extensions for Unity
Another great package by Annulus Games - open source Odin alternative.
https://github.com/AnnulusGames/Alchemy
#inspector
Another great package by Annulus Games - open source Odin alternative.
https://github.com/AnnulusGames/Alchemy
#inspector
GitHub
GitHub - annulusgames/Alchemy: Provides a rich set of editor extensions and serialization extensions for Unity.
Provides a rich set of editor extensions and serialization extensions for Unity. - annulusgames/Alchemy
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LWGUI: A Lightweight, Flexible, Powerful Shader GUI System for Unity.
https://github.com/JasonMa0012/LWGUI
#inspector #shader
https://github.com/JasonMa0012/LWGUI
#inspector #shader
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Modern Git Commands and Features You Should Be Using
Switch, restore, sparse checkout, worktree, bisect
https://martinheinz.dev/blog/109
#git
Switch, restore, sparse checkout, worktree, bisect
https://martinheinz.dev/blog/109
#git
martinheinz.dev
Modern Git Commands and Features You Should Be Using
<p>
All of us - software engineers - use <code class="inline">git</code> every day, however most people only ever touch the most basic of commands, such as...
All of us - software engineers - use <code class="inline">git</code> every day, however most people only ever touch the most basic of commands, such as...
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UnityDomainReloadHelper
A couple of attributes that help when Domain Reloading is disabled, which significantly decreases the time it takes for Unity to play a scene. By default, Unity provides the RuntimeInitializeOnLoadMethod attribute to assist, but it can be a little cumbersome.
I encourage you to write code in a way that allows you to turn off the domain reload upon entering play mode. It greatly speeds up the workflow even for my small pet projects. I have also worked on projects in production that have more than 1k assembly definitions, and reloading takes ages, so entering play mode was painfully slow and without this option turned off it was really hard to work.
https://github.com/joshcamas/unity-domain-reload-helper
#domainreload #attribute #editortools
A couple of attributes that help when Domain Reloading is disabled, which significantly decreases the time it takes for Unity to play a scene. By default, Unity provides the RuntimeInitializeOnLoadMethod attribute to assist, but it can be a little cumbersome.
I encourage you to write code in a way that allows you to turn off the domain reload upon entering play mode. It greatly speeds up the workflow even for my small pet projects. I have also worked on projects in production that have more than 1k assembly definitions, and reloading takes ages, so entering play mode was painfully slow and without this option turned off it was really hard to work.
https://github.com/joshcamas/unity-domain-reload-helper
#domainreload #attribute #editortools
GitHub
GitHub - joshcamas/unity-domain-reload-helper: A couple of attributes that help disabling Domain Reloading in Unity easier
A couple of attributes that help disabling Domain Reloading in Unity easier - joshcamas/unity-domain-reload-helper
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How to implement multi-threaded frustum culling in Unity C#
Unity does this process under the hood already, but for some special cases with a custom renderer it might be needed.
https://www.pinwheelstud.io/post/frustum-culling-in-unity-csharp
#jobsystem #culling
Unity does this process under the hood already, but for some special cases with a custom renderer it might be needed.
https://www.pinwheelstud.io/post/frustum-culling-in-unity-csharp
#jobsystem #culling
Pinwheel Studio
Unity frustum culling - How to do it in multi-threaded C# with Jobs System
A quick algorithm to do Unity frustum culling using planes vs AABB test
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