Cinemachine 2.6 brings you precision, improved workflow, and little bits of magic
https://blogs.unity3d.com/2020/05/22/cinemachine-2-6-brings-you-precision-improved-workflow-and-little-bits-of-magic/
#cinemachine #camera #works
https://blogs.unity3d.com/2020/05/22/cinemachine-2-6-brings-you-precision-improved-workflow-and-little-bits-of-magic/
#cinemachine #camera #works
Unity Technologies Blog
Cinemachine 2.6 brings you precision, improved workflow, and little bits of magic시네머신 2.6: 향상된 워크플로와 정밀도Cinemachine 2.6 のもたらす精…
Everything in your Unity project passes through the lens of a camera, so you need to squeeze everything you can out of that camera. While much of this magic is expressed through render pipelines – light, shadow, focus, color – other dimensions are critical:…
A Multithreaded Sorting Attempt
Multithreaded hybrid of merge and quick sorts using jobs and burst. Running in 0.8ms for 20k elements.
https://coffeebraingames.wordpress.com/2020/06/07/a-multithreaded-sorting-attempt/
#burst #jobs #parallel #multithreaded #sort
Multithreaded hybrid of merge and quick sorts using jobs and burst. Running in 0.8ms for 20k elements.
https://coffeebraingames.wordpress.com/2020/06/07/a-multithreaded-sorting-attempt/
#burst #jobs #parallel #multithreaded #sort
COFFEE BRAIN GAMES
A Multithreaded Sorting Attempt
In my previous post, NativeArray.SortJob() ended up running slow because it’s not being Burst compiled in the PC build. I’ve discovered that this is a known limitation. Generic…
Practical Use of Render Textures - Water Trails, Refraction
https://blog.theknightsofunity.com/practical-use-of-render-textures/
#render #texture #refraction #water #trails
https://blog.theknightsofunity.com/practical-use-of-render-textures/
#render #texture #refraction #water #trails
The Knights of U
Practical Use of Render Textures - The Knights of U
Intro Unity Engine introduces an awesome tools to empower your game development process. And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures.In this post I’m going to…
Shader Basics
This is where to start learning.
https://www.ronja-tutorials.com/basics.html
#shader #basic #theory
This is where to start learning.
https://www.ronja-tutorials.com/basics.html
#shader #basic #theory
Ronja's Shader Tutorials
Shader Basics
I'm making shader tutorials for Unity aimed at beginners.
Writing Shader Code for the Universal RP
Shaderlab
HLSL
Structs
Vertex Shader
Fragment Shader
Keywords & Shader Variants
Lighting Introduction
PBR Lighting
ShadowCaster & Depth Only Passes
Summary of Built-in vs URP differences
https://cyangamedev.wordpress.com/2020/06/05/urp-shader-code/
#shader #urp
Shaderlab
HLSL
Structs
Vertex Shader
Fragment Shader
Keywords & Shader Variants
Lighting Introduction
PBR Lighting
ShadowCaster & Depth Only Passes
Summary of Built-in vs URP differences
https://cyangamedev.wordpress.com/2020/06/05/urp-shader-code/
#shader #urp
Cyan
Writing Shader Code for the Universal RP
An updated version of this article can be found here : Intro A lot of shader code tutorials you’ll see online are written for Unity’s built-in pipeline and won’t really work in the Universal …
Determine Unity’s Rendering Pipeline at Compile Time
https://programinprogress.com/?p=81
https://gist.github.com/cjaube/944b0d5221808c2a761d616f29deaf49
#render #pipeline #detect
https://programinprogress.com/?p=81
https://gist.github.com/cjaube/944b0d5221808c2a761d616f29deaf49
#render #pipeline #detect
Gist
Generate Unity #define directives for selected rendering pipelines.
Generate Unity #define directives for selected rendering pipelines. - RenderingPipelineDefines.cs
How can I achieve simulated fluid surface deformation in a bottle? Like in the Half-Life: Alyx
https://gamedev.stackexchange.com/questions/182989/how-can-i-achieve-simulated-fluid-surface-deformation-in-a-bottle
#liquid #breakdown
https://gamedev.stackexchange.com/questions/182989/how-can-i-achieve-simulated-fluid-surface-deformation-in-a-bottle
#liquid #breakdown
Introducing Pausepoints for Unity in Rider 2020.2 - .NET Tools Blog.NET Tools Blog
https://blog.jetbrains.com/dotnet/2020/06/11/introducing-unity-pausepoints-for-rider/
#rider #breakpoint #pausepoint
https://blog.jetbrains.com/dotnet/2020/06/11/introducing-unity-pausepoints-for-rider/
#rider #breakpoint #pausepoint
The JetBrains Blog
Introducing Pausepoints for Unity in Rider 2020.2 | The .NET Tools Blog
We’ve only just started the EAP for Rider 2020.2, but it’s already got plenty of goodies for Unity development. For example, we’ve done a huge amount of work to reduce memory overhead when parsing you
Introducing the Editor Iteration Profiler - Unity Forum
High-level features summary
Monitor and capture profiling data from assembly reload, assembly compilation, and enter playmode.
Export captured data or Profiler data to a number of formats such as HTML, JSON (for chrome://tracing, which is a fast flame-graph style data visualizer), CSV, and Plaintext.
Export to a special type of HTML (HTML Performance Report), which attempts to minimize the number of clicks needed to get to the important areas of the profiled data, as well as aggregate possible areas of interest which could be optimized (e.g. OnEnable calls)
https://forum.unity.com/threads/introducing-the-editor-iteration-profiler.908390/
#eip #editor #iteration #profiler
High-level features summary
Monitor and capture profiling data from assembly reload, assembly compilation, and enter playmode.
Export captured data or Profiler data to a number of formats such as HTML, JSON (for chrome://tracing, which is a fast flame-graph style data visualizer), CSV, and Plaintext.
Export to a special type of HTML (HTML Performance Report), which attempts to minimize the number of clicks needed to get to the important areas of the profiled data, as well as aggregate possible areas of interest which could be optimized (e.g. OnEnable calls)
https://forum.unity.com/threads/introducing-the-editor-iteration-profiler.908390/
#eip #editor #iteration #profiler
UnityTips: How To Select The Graphics API Based On The Current Android Device
https://medium.com/@chen_jd/unitytips-how-to-select-the-graphics-api-based-on-the-current-android-device-691886cc640
#android #graphics #api
https://medium.com/@chen_jd/unitytips-how-to-select-the-graphics-api-based-on-the-current-android-device-691886cc640
#android #graphics #api
Medium
UnityTips: How To Select The Graphics API Based On The Current Android Device
With more and more Android phones supporting both GLES and Vulkan, mobile game developers often face a problem, can they select which…
Shapes
a real-time vector graphics library for Unity by Freya Holmér
https://acegikmo.com/shapes/
#shapes #vector #library
a real-time vector graphics library for Unity by Freya Holmér
https://acegikmo.com/shapes/
#shapes #vector #library
Acegikmo
Shapes
Shapes - a real-time vector graphics library for Unity
Simplify game error reporting with BacktraceBacktrace - Unity Technologies Blog
https://blogs.unity3d.com/ru/2020/06/11/simplify-game-error-reporting-with-backtrace/
#backtrace #exception #crash #reporter
https://blogs.unity3d.com/ru/2020/06/11/simplify-game-error-reporting-with-backtrace/
#backtrace #exception #crash #reporter
Unity Blog
Simplify game error reporting with Backtrace | Unity Blog
Programmers are all too familiar with the time-consuming efforts of analyzing the crash and error reports they receive during new feature development, game testing, or released play. Understanding what happened and whether it matters takes a lot of back and…
Your assets in the Unity Package manager from a git subfolder
https://medium.com/@FredericRP/your-assets-in-the-unity-package-manager-from-a-git-subfolder-1339880dd09f
#git #subfolder #upm
https://medium.com/@FredericRP/your-assets-in-the-unity-package-manager-from-a-git-subfolder-1339880dd09f
#git #subfolder #upm
Medium
Your assets in the Unity Package manager from a GiT subfolder
Since I shut down my video games studio, I managed to rebuild an upgraded version of assets we designed during that time. For my own…
The danger of async/await and .Result in one picture – TooSlowException
https://tooslowexception.com/the-danger-of-asyncawait-and-result-in-one-picture/
#async #await #deadlock
https://tooslowexception.com/the-danger-of-asyncawait-and-result-in-one-picture/
#async #await #deadlock
Анимация с помощью шейдера в Unity — Gamedev на DTF
https://dtf.ru/gamedev/152957-animaciya-s-pomoshchyu-sheydera-v-unity
#shader #animation
https://dtf.ru/gamedev/152957-animaciya-s-pomoshchyu-sheydera-v-unity
#shader #animation
DTF
Анимация с помощью шейдера в Unity — Gamedev на DTF
After long adventures and frustrations with UGUI, I can say with confidence that reading the source code helps better than official documentation. There are many "not a Bug, but rather a feature by design" things, won't be fixed in current HorizontalOrVerticalLayoutGroup
To avoid using ForceRebuildLayoutImmediate or/and some manual update workarounds, the following approach works well:
Both "child controls size" checkboxes must be enabled and "child force expand" disabled for all ILayoutController (Horizontal, Vertical, also for nested ones), then to control the dimension of the objects you simply use the LayoutElement component (min, pref, flex sizes). As a result, any dynamic content is correctly aligned, regardless of the activation/deactivation/addition/removal of neighbors.
Note 1: There is no need for ContentSizeFitter component for GameObjects, that are first level children of any LayoutGroup. The main thing is to correctly set the checkboxes, as described above. However ContentSizeFitter may be useful for top level container, or children of children that are not directly controlled by any LayoutGroup.
Note 2: Minimize LayoutGroup nesting when possible. Layout rebuild is very expensive. More info on topic:
Unite Europe 2017 - Squeezing Unity: Tips for raising performance.
https://forum.unity.com/threads/force-immediate-layout-update.372630/#post-5604151
#ugui #ui #layout #optimization #performance #force #rebuild
To avoid using ForceRebuildLayoutImmediate or/and some manual update workarounds, the following approach works well:
Both "child controls size" checkboxes must be enabled and "child force expand" disabled for all ILayoutController (Horizontal, Vertical, also for nested ones), then to control the dimension of the objects you simply use the LayoutElement component (min, pref, flex sizes). As a result, any dynamic content is correctly aligned, regardless of the activation/deactivation/addition/removal of neighbors.
Note 1: There is no need for ContentSizeFitter component for GameObjects, that are first level children of any LayoutGroup. The main thing is to correctly set the checkboxes, as described above. However ContentSizeFitter may be useful for top level container, or children of children that are not directly controlled by any LayoutGroup.
Note 2: Minimize LayoutGroup nesting when possible. Layout rebuild is very expensive. More info on topic:
Unite Europe 2017 - Squeezing Unity: Tips for raising performance.
https://forum.unity.com/threads/force-immediate-layout-update.372630/#post-5604151
#ugui #ui #layout #optimization #performance #force #rebuild
float val = smoothstep(_Radius + _Blend, _Radius, UVDistance) * _CellBuffer[i].z;
Smoothstep работает следующим образом: если переменная «UVDistance» больше, чем "_Radius + _Blend", то она возвращает 0. Если переменная меньше, чем "_Radius", то она возвращает 1. Между ними значения плавно интерполируются от 0 до 1.
#shader #smoothstep
Smoothstep работает следующим образом: если переменная «UVDistance» больше, чем "_Radius + _Blend", то она возвращает 0. Если переменная меньше, чем "_Radius", то она возвращает 1. Между ними значения плавно интерполируются от 0 до 1.
#shader #smoothstep
Реализация тумана войны из Civilization VI в Unity
https://m.habr.com/en/post/505346/
#shader #compute #fog #war
https://m.habr.com/en/post/505346/
#shader #compute #fog #war
Habr
Реализация тумана войны из Civilization VI в Unity
Эффект тумана войны из Civilization VI — отличный пример простой структуры вычислительного шейдера (compute shader). Если вы всегда хотели узнать об основах программирования таких шейдеров, то...
Volumetric Light using Particles in Unity
https://medium.com/@rakeshmalik91/volumetric-light-using-particles-in-unity-a6e768edf454
#particles #volumetric #effect
https://medium.com/@rakeshmalik91/volumetric-light-using-particles-in-unity-a6e768edf454
#particles #volumetric #effect
Medium
Volumetric Light using Particles in Unity
God Ray or Sun Shaft or any kind of Volumetric Light is a very common effect in any realistic scene. Unity 5 comes with a image effect for…