Forwarded from Unity Новости
UnityTech/UIWidgets
UIWidgets is a plugin package for Unity Editor which helps developers to create, debug and deploy efficient, cross-platform Apps using the Unity Engine.
UIWidgets is a plugin package for Unity Editor which helps developers to create, debug and deploy efficient, cross-platform Apps using the Unity Engine.
Forwarded from Bulat Gabbasov
1. https://www.coursera.org/learn/cs-tech-interview
2. algorithms: start with this:
http://www.amazon.com/Programming-Interviews-Exposed-Secrets-Landing/dp/1118261364
3. http://www.amazon.com/Cracking-Coding-Interview-Programming-Questions/dp/098478280X
4. https://leetcode.com/problemset/algorithms/
5. http://www.hiredintech.com/system-design
6. http://highscalability.com/
2. algorithms: start with this:
http://www.amazon.com/Programming-Interviews-Exposed-Secrets-Landing/dp/1118261364
3. http://www.amazon.com/Cracking-Coding-Interview-Programming-Questions/dp/098478280X
4. https://leetcode.com/problemset/algorithms/
5. http://www.hiredintech.com/system-design
6. http://highscalability.com/
Coursera
Mastering the Software Engineering Interview
Offered by University of California San Diego. You’ve ... Enroll for free.
Arrays, heap and stack and value types - Stack Overflow
https://stackoverflow.com/questions/1113819/arrays-heap-and-stack-and-value-types
https://stackoverflow.com/questions/1113819/arrays-heap-and-stack-and-value-types
Stack Overflow
Arrays, heap and stack and value types
int[] myIntegers;
myIntegers = new int[100];
In the above code, is new int[100] generating the array on the heap? From what I've read on CLR via c#, the answer is yes. But what I can't understand, is
myIntegers = new int[100];
In the above code, is new int[100] generating the array on the heap? From what I've read on CLR via c#, the answer is yes. But what I can't understand, is
The Stack Is An Implementation Detail, Part Two – Fabulous Adventures In Coding
https://blogs.msdn.microsoft.com/ericlippert/2009/05/04/the-stack-is-an-implementation-detail-part-two/
https://blogs.msdn.microsoft.com/ericlippert/2009/05/04/the-stack-is-an-implementation-detail-part-two/
The Quest for Maintainable Code and The Path to ECS - Seba's Lab
http://www.sebaslab.com/the-quest-for-maintainable-code-and-the-path-to-ecs/
http://www.sebaslab.com/the-quest-for-maintainable-code-and-the-path-to-ecs/
Seba's Lab
The Quest for Maintainable Code and The Path to Entity Component System design - Seba's Lab
The home of Svelto C# ECS and advanced Unity gamedev C# articles
Forwarded from Разработка игр 🍄
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Гайд в 4-х частях о создании вот такого замечательного водопадика средствами юнити: https://www.artstation.com/mathroodhuizen/blog/ZEgV/stylized-vfx-in-unity-a-rime-inspired-waterfall-full-breakdown-pa
Advanced Billboard Shader + World-Space UI Support
https://www.bitshiftprogrammer.com/2018/10/advanced-billboard-shader.html
#billboard
https://www.bitshiftprogrammer.com/2018/10/advanced-billboard-shader.html
#billboard
Bitshiftprogrammer
Advanced Billboard Shader + World-Space UI Support
Learn to make an advanced billboard shader which can be constant size as well as be seen through all objects in the scene.
Assigning Assets to AssetBundles
To assign a given Asset
to an AssetBundle, follow these steps:
Select the asset you want to assign to a bundle from your Project View
Examine the object in the inspector
At the bottom of the inspector
, you should see a section to assign AssetBundles and Variants:
The left-hand drop down assigns the AssetBundle while the right-hand drop down assigns the variant
Click the left-hand drop down where it says “None” to reveal the currently registered AssetBundle names
Click “New…” to create a new AssetBundle
Type in the desired AssetBundle name. Note that AssetBundle names do support a type of folder structure depending on what you type. To add sub folders, separate folder names by a “/”. For example: AssetBundle name “environment/forest” will create a bundle named forest under an environment sub folder
Once you’ve selected or created an AssetBundle name, you can repeat this process for the right hand drop down to assign or create a Variant name, if you desire. Variant names are not required to build the AssetBundles
#assetbundle
To assign a given Asset
to an AssetBundle, follow these steps:
Select the asset you want to assign to a bundle from your Project View
Examine the object in the inspector
At the bottom of the inspector
, you should see a section to assign AssetBundles and Variants:
The left-hand drop down assigns the AssetBundle while the right-hand drop down assigns the variant
Click the left-hand drop down where it says “None” to reveal the currently registered AssetBundle names
Click “New…” to create a new AssetBundle
Type in the desired AssetBundle name. Note that AssetBundle names do support a type of folder structure depending on what you type. To add sub folders, separate folder names by a “/”. For example: AssetBundle name “environment/forest” will create a bundle named forest under an environment sub folder
Once you’ve selected or created an AssetBundle name, you can repeat this process for the right hand drop down to assign or create a Variant name, if you desire. Variant names are not required to build the AssetBundles
#assetbundle
https://assetstore.unity.com/packages/tools/gui/graphy-ultimate-stats-monitor-debugger-105778
#monitor #fpscounter
#monitor #fpscounter
Unity Asset Store
[Graphy] - Ultimate FPS Counter - Stats Monitor & Debugger | GUI Tools | Unity Asset Store
Use the [Graphy] - Ultimate FPS Counter - Stats Monitor & Debugger from Tayx on your next project. Find this GUI tool & more on the Unity Asset Store.
Forwarded from Alex
Introduction To Replacement Shaders & Shader Keywords
https://www.bitshiftprogrammer.com/2018/12/introduction-to-replacement-shaders-and-shader-keywords.html?m=1
https://www.bitshiftprogrammer.com/2018/12/introduction-to-replacement-shaders-and-shader-keywords.html?m=1
Bitshiftprogrammer
Introduction To Replacement Shaders & Shader Keywords
A introduction to replacement shaders and shader keywords in Unity and they can be used to debug stuff visually