https://dev.to/pruttned/preventing-unnecessary-allocation-in-net-collections-5ab3
Prevent unnecessary allocations in .NET collections
#memory #optimization
Prevent unnecessary allocations in .NET collections
#memory #optimization
The DEV Community
Preventing unnecessary allocation in .NET collections
.NET is doing a really good job in the case of memory management, and usually, you don’t have to thin...
Forwarded from Unity Новости
Getting Started with HDRP in Unity (Awesome Graphics!)
https://www.youtube.com/watch?v=YAVL6grnsiM
https://www.youtube.com/watch?v=YAVL6grnsiM
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.2/manual/universalrp-builtin-feature-comparison.html
Difference between Universal Rendering Pipeline and Built-in RP
#urp #package
Difference between Universal Rendering Pipeline and Built-in RP
#urp #package
http://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.0/manual/index.html
Logcat inside the editor
#logcat #package
Logcat inside the editor
#logcat #package
https://docs.unity3d.com/Packages/com.unity.adaptiveperformance@2.0/manual/index.html
Adaptive performance for mobile devices (currently only Samsung is supported)
#performance #optimization #package
Adaptive performance for mobile devices (currently only Samsung is supported)
#performance #optimization #package
https://docs.unity3d.com/Packages/com.unity.assetgraph@1.6/manual/index.html
AssetGraph is a tool that aims to reduce the workload needed to build workflows around asset importing, building Asset Bundles and building Player Apps. With this tool, you can build workflows to create, modify, and change asset settings graphically, and even automate them.
#assets #pipeline #package
AssetGraph is a tool that aims to reduce the workload needed to build workflows around asset importing, building Asset Bundles and building Player Apps. With this tool, you can build workflows to create, modify, and change asset settings graphically, and even automate them.
#assets #pipeline #package
https://docs.unity3d.com/Packages/com.unity.device-simulator@2.0/manual/index.html
Device simulator inside the editor
#simulator #package
Device simulator inside the editor
#simulator #package
https://docs.unity3d.com/Packages/com.unity.game.foundation@0.2/manual/index.html
Game Foundation: several basic gameplay systems that are common to most games
#systems #package
Game Foundation: several basic gameplay systems that are common to most games
#systems #package
https://docs.unity3d.com/Packages/com.unity.immediate-window@1.1/manual/index.html
The immediate window lets you run code and inspect returned object and their properties. It's not a tool aim at development but rather debug scenarios or editor API discovery
#tools #package
The immediate window lets you run code and inspect returned object and their properties. It's not a tool aim at development but rather debug scenarios or editor API discovery
#tools #package
https://www.nuget.org/packages/Mono.cecil/
Generate and inspect programs and libraries in the ECMA CIL format
#il #package
Generate and inspect programs and libraries in the ECMA CIL format
#il #package
www.nuget.org
Mono.Cecil 0.11.2
Cecil is a library written by Jb Evain to generate and inspect programs and libraries in the ECMA CIL format. It has full support for generics, and support some debugging symbol format. In simple English, with Cecil, you can load existing managed assemblies…