UI toolkit improvements.
Will it make you to use it in runtime?
Is anyone using it now for in-game UI? I am really curious in your experience
Will it make you to use it in runtime?
Is anyone using it now for in-game UI? I am really curious in your experience
👍8
Better IAP tools
It definitely speeds up prototyping. One place to setup everything, one place to get all data.
At what cost? All analytics goes to Unity 🙃
It definitely speeds up prototyping. One place to setup everything, one place to get all data.
At what cost? All analytics goes to Unity 🙃
👍7🗿1
Using DOTS to Optimize GameObject Gameplay: A Case Study from Survival Kids
This talk provides a few examples from a real game showing how performance-intensive paths were optimized. As I've mentioned before, I love reading or watching these optimization stories from the "tech trenches," and I definitely recommend checking the recording later.
It covers a few techniques, including how to:
- Use Entities systems to update MonoBehaviors
- Do position checks effectively
- Use a Transform Access Array to update Transforms fast in worker threads
There were only 3 cases, but how the talk was delivered is at a super high level. Kudos to Andy for the excellent storytelling
This talk provides a few examples from a real game showing how performance-intensive paths were optimized. As I've mentioned before, I love reading or watching these optimization stories from the "tech trenches," and I definitely recommend checking the recording later.
It covers a few techniques, including how to:
- Use Entities systems to update MonoBehaviors
- Do position checks effectively
- Use a Transform Access Array to update Transforms fast in worker threads
There were only 3 cases, but how the talk was delivered is at a super high level. Kudos to Andy for the excellent storytelling
🔥16👍4
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
👍6🔥4