Everyday Unity – Telegram
Everyday Unity
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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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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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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
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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
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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
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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
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DebugUI

A framework for building debugging tools built on Unity UI Toolkit.

https://github.com/AnnulusGames/DebugUI

#debug #tools #uitoolkit
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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
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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
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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
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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
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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
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LWGUI: A Lightweight, Flexible, Powerful Shader GUI System for Unity.

https://github.com/JasonMa0012/LWGUI

#inspector #shader
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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
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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
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