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
share a scan light effect I made in unity3d. - Unity3D
https://www.reddit.com/r/Unity3D/comments/6z097e/share_a_scan_light_effect_i_made_in_unity3d/
#vfx #scan
https://www.reddit.com/r/Unity3D/comments/6z097e/share_a_scan_light_effect_i_made_in_unity3d/
#vfx #scan
Reddit
From the Unity3D community on Reddit: share a scan light effect I made in unity3d.
Explore this post and more from the Unity3D community
http://www.habrador.com/tutorials/unity-optimization/
Contains a bunch of articles on optimization
#optimization
Contains a bunch of articles on optimization
#optimization
Habrador
Learn how to optimize your Unity project | Habrador
This is a tutorial on how to optimize your Unity project. You will learn how to optimize your code in Unity and other tips and tricks as well as best practices.
Physics for Game Programmers: Understanding Constraints by Blizzard's Erin Catto
https://youtu.be/SHinxAhv1ZE
#physics #theory
https://youtu.be/SHinxAhv1ZE
#physics #theory
YouTube
Physics for Game Programmers: Understanding Constraints
In this 2014 GDC talk, Blizzard Entertainment's Erin Catto shows how to implement a character controller using swept collision and an iterative solver, and how the solver naturally handles collision priorities using Lagrange multipliers.
Register for GDC:…
Register for GDC:…